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Tags: text / textplusgraphical

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by teran01
# 2 months and 15 days ago
I think instead of having a tag "text" and another tag "textplusgraphical", it would be better to have one tag named "textonly" and the tag "textplusgraphical" stays as is.

Games that have absolutely no graphics (early text adventures for example) would get the tag textonly. The tag textplusgraphical stays for games which are heavily text based but have graphical illustrations (e.g. later text adventures).

I would like to see the tag "text" removed and the games that are under this tag either be given the tag "textonly" or "textplusgraphical".
by Sanguine
# 2 months and 15 days ago
I'd prefer if text became one of the display types (as it should).

I'd also prefer if interactive fiction was introduced either as a game type or at least as a tag. This is what "text adventures" are anyway.

After that determining if the game was graphical or not is usually just the difference between text and raster display types (although some may have actually used the ascii charmap for "images"). Although not exactly, since later interactive fiction games were very graphical and may not even have had the text input interface.
by teran01
# 2 months and 15 days ago
- Maybe having a tag/group for interactive fiction is not a bad idea. I like it better than having a new gametype for it because in my eyes it is a subgenre - well, actually the root - of adventure games.

- Stays the problem with the tag "text", which doesn't work well in my opinion and I think "textonly" and "textplusgraphical" work well.

- With that display thing I have general problems since UVL existed ^^. It is not possible to choose more than one option. When I have a game like Jurassic Park (DOS), which has half of its levels in SNES Zelda-style (SNES) 2D levels and the other half in First-Person 3D Doom-style perspective I have a problem with display type. And nearly all 3D games still have 2D Raster menus. My guess is that in 1998 when Andrea had planned UVL as just an arcade game list, display was used to distinguish pure vector games like Asteroids (which had a real vectormonitor implemented), from "normal" raster games.
by Sanguine
# 2 months and 15 days ago
- Stays the problem with the tag "text", which doesn't work well in my opinion and I think "textonly" and "textplusgraphical" work well.

Mass tag rename should handle the lingering text instances and rename the group's associated tagname to textonly if it even has a group set up.

- With that display thing I have general problems since UVL existed ^^.

Kinda off-topic and incoherent
Games that mix different display types are extremely rare. The reason 3D menus and such widgets haven't become popular is because readability is difficult to maintain (easily requires much higher resolution than 2D equivalent would, and with that much higher system requirements) at such small objects and most of the detail is accomplished with textures on them anyway. It's more likely the stuff you usually see in HUD is pushed off into the gameworld instead of being created as 3D HUD elements, mostly because such elements are difficult to make in attractive and compact way with 3D while keeping the thing clear. Sure 3D HUD would be fancy and stuff, but 2D HUD would win in usability and clarity pretty much any day.

Still, the menu/HUD part should not matter for the game itself. Many non-hardware accelerated first person shooters are listed as raster despite the fact they should belong to textured polygons, and I doubt Jurassic Park was different from that. Also, the "textured polygons" doesn't really say anything about being 3D. Many 2D games use D3D or OGL for rendering, and they do "2D" rendering with _textured polygons_ in both cases :)

Actually, the 2D part is not done by raster but on either overlay or polygons projected statically at certain distance from viewport. In the latter case they're practically 3D, even if you only see a complex partially transparent texture instead. Overlay method is similar, but it's just a fullscreen texture you draw stuff on. The static projection has especially been used in a lot of games for the wielded weapon and any other handheld equipment.

And as an added note, 2D sprites are only now being pushed away from being used in particle effects, although they still probably use them but not as directly. It's all about the available processing power to create the effects in similar quality with more advanced methods.

For the rare cases, converting display type to number of checkboxes could work. I'll just dread the day I see someone adding b/w raster to 3D game because it uses some fancy filter to turn the image into grayscale at some points. Or if text is added into display types, people adding text to all games that have text in any manner.
by Zerothis
# 2 months and 15 days ago
text should be a display type
by Sanguine
# 2 months and 15 days ago
Alternatively it could be (text) terminal, but that's gross for some games that don't run in a terminal but are still text-only, like LotGD.
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