Closed IanMayo closed 5 years ago
For the infrequent players, I don't think we can rely on them using the correct tags.
I'm picturing a large "New" button at the top of the window for a channel. Hopefully, in the list that gets shown there will be 2-5 message types, and their meaning is unambiguous.
Frequently different message types will include different structures, and not just one large comment box.
I understand each message type will have a different structure, which is the reason for the message template editor, and that an advanced search interface will be able to filter by the content of specific fields. My suggestion of using tags was to introduce additional metadata, to differentiate messages within the same message type, or to search around a theme across different message types. Maybe too complex for a v1 anyway.
Close - sorted.
I invited the two users to talk through what they thought would be required to provide in order to create a channel.
They started with
Force
, and the less-tech-savvy of the two clients jumped straight in with identifyingRoles
within those forces too.(Note: this reinforces the feeling that
Role
is a suitable name. When asked for examples of roles the game designer usedInternational Engagement
andBlue Force Communications
- with the expectation that these would be performed by people at separate PCs).(Note 2: I was a little nervous that a having a large number of channels may not be a real requirement - and it was just my logical extrapolation of the data. But, the two designers said it wouldn't be unimaginable to have 8 channels open for that role - highlighting the importance of some flags/warning indicators for messages received in other channels/tabs).
Some channels may just have
General
messages. But, the game designers were clear that the more structured the data was, the easier it would be to subsequently analyse it. So, it's in their interest to provide dedicated message types, when possible.