The discussion on mouse support a bit farther down got me to thinking about some things and I thought I'd offer my two-cents on Angband's popularity/accessibility in general from the perspective of someone who bounces from roguelike to roguelike with no particular bias toward one or the other.
Angband faces a few issues in the current roguelike world:
First off its a long slow paced game by the standards of any modern roguelike. Roguelikes seem to be all about diving, not grinding these days. That however is Angband's gameplay style and changing that changes the game, besides there are variants like Quick which address that aspect. However knowing this you need to realize that this style compounds with other UI issues to make the game feel even slower because of it's aging interface.
Mouse support is a big thing, and it's good to see this being addressed. Most modern roguelikes are moving toward it and also trimming down the number of keys needed. This lowers the learning curve which is important because those darn kids today don't RTFM anymore. Even for experienced players it makes laptop play easier, and switching (as I do) between many different roguelikes as well. (because I don't keep confusing command layouts) It's also needed (as Nick said) for mobile & console ports easier which draws you more players.
Polish is part of the problem I suppose, people like shiny these days, but it's also transparency. Most modern roguelikes have moved away from spoiler driven source code reading to a more intuitive design. I sympathize here as it's one of the reasons I hate Nethack, it makes no sense. Again this is something that's tricky because it's core to Angband's style, but realize it's there.
Interface is another big one, I know a lot of players who normally don't play bands really liked Angband TK. Honestly if you haven't played a band before, or played much it makes the game much easier to understand. The pre-configured subwindows are part of that but those are pretty common now, more-so was it's prompting style and extra information. Little pop-up dialogs, tool-tips and what not. Brogue is a good example of this in an ascii interface as well. All of that exits in vanilla but only if you know where to look for it.
Bands also tend not to have much of a presence in the roguelike hubs of the net like Roguebasin. Sometimes a variant get's listed there but just as frequently not, even this site's variant page is out of date all the time. That loses you more players than you might think.
Those just spring to mind when I glance at the situation from a player perspective, hopefully it's of some help.
Lastly, (and I'm sure this one won't be popular, but it's nonetheless true.) is a point of view not from a player perspective, but affects players, and you devs alike. Angband suffers from its codebase. It's old. Eventually when a codebase reaches a certain age the only way to keep it moving is tear it down and re-write it. Maybe not now but eventually it will have to be done. It had to be done before (x86 port, the moving to external data files etc) and it will have to be done again. I know it will suck but in the long run it would be worth it.
Again these are just some outside thoughts. I don't keep up with the forums here so maybe it's stuff you've already discussed, but I hope it helps.
Angband faces a few issues in the current roguelike world:
First off its a long slow paced game by the standards of any modern roguelike. Roguelikes seem to be all about diving, not grinding these days. That however is Angband's gameplay style and changing that changes the game, besides there are variants like Quick which address that aspect. However knowing this you need to realize that this style compounds with other UI issues to make the game feel even slower because of it's aging interface.
Mouse support is a big thing, and it's good to see this being addressed. Most modern roguelikes are moving toward it and also trimming down the number of keys needed. This lowers the learning curve which is important because those darn kids today don't RTFM anymore. Even for experienced players it makes laptop play easier, and switching (as I do) between many different roguelikes as well. (because I don't keep confusing command layouts) It's also needed (as Nick said) for mobile & console ports easier which draws you more players.
Polish is part of the problem I suppose, people like shiny these days, but it's also transparency. Most modern roguelikes have moved away from spoiler driven source code reading to a more intuitive design. I sympathize here as it's one of the reasons I hate Nethack, it makes no sense. Again this is something that's tricky because it's core to Angband's style, but realize it's there.
Interface is another big one, I know a lot of players who normally don't play bands really liked Angband TK. Honestly if you haven't played a band before, or played much it makes the game much easier to understand. The pre-configured subwindows are part of that but those are pretty common now, more-so was it's prompting style and extra information. Little pop-up dialogs, tool-tips and what not. Brogue is a good example of this in an ascii interface as well. All of that exits in vanilla but only if you know where to look for it.
Bands also tend not to have much of a presence in the roguelike hubs of the net like Roguebasin. Sometimes a variant get's listed there but just as frequently not, even this site's variant page is out of date all the time. That loses you more players than you might think.
Those just spring to mind when I glance at the situation from a player perspective, hopefully it's of some help.
Lastly, (and I'm sure this one won't be popular, but it's nonetheless true.) is a point of view not from a player perspective, but affects players, and you devs alike. Angband suffers from its codebase. It's old. Eventually when a codebase reaches a certain age the only way to keep it moving is tear it down and re-write it. Maybe not now but eventually it will have to be done. It had to be done before (x86 port, the moving to external data files etc) and it will have to be done again. I know it will suck but in the long run it would be worth it.
Again these are just some outside thoughts. I don't keep up with the forums here so maybe it's stuff you've already discussed, but I hope it helps.
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