When we design interfaces we try to make them have a short learning curve but expose greater ability as you use them but it’s still hard.
For example the feed, besides being a UI pattern, also claims that content on the web is for consumption and not exploration, and so we remain stationary on these aggregation platforms instead of 'browsing' the web as we used to. This is efficient but politically bad for society, and we would need to introspect on how we use the internet in tandem with the development of new tech like decentralized platforms.
There are a lot of ways vim is right or not right, but this lowers the barrier to entry in a profound way. We can keep advancing like this, and stacking those advancements on each other until vim isn't hard. Maybe? What do you think?
I think one of the big ways vim is hard is what Kakoune attempts to fix - visualizing selection. Adding a "layer" to working in vim, we had `u` and `^r` to figure things out - doing something and knowing we could go back. Now with Kakoune we have movement before action. This adds another way the program can converse with the user.
Disclaimer: I don't use Kakoune, but I dig what it's doing and I want to try it out. I think it is a fantastic critique of vim.
> The familiar expression "a steep learning curve" is intended to mean that the activity is difficult to learn, although a learning curve with a steep start actually represents rapid progress.
I think RTS games should be controlled primarily by keyboard, not mouse. Select units of X type by pressing a key, target them at units of Z type, make the command 'attack' by pressing A. Vim-inspired.
It's not surprising that games are chiefly aimed at the least patient people - the goal of publishers is to sell to as many people as possible.
I specifically like AoE II for the feeling of grabbing a pack of Mangudai and watching them quickly run somewhere and fire arrows. It's not realistic, but it's understandable and pleasing, in a way that a super serious military simulator isn't.
I think RTS, like many other genres, mostly "died" due to stagnation around clones, which I think has more to do with the industry at large that is not innovating all that much anymore, and RTS is often not the genre of choice for a small indie developer, either.
Astute observation. Clearly this relates heavily to our culture of consumption and the asymmetry of creation/consumption.
But I wonder if another important part of this is related to the divide between how humans learn to do things and how computers can't teach humans very well. If we could automate showing people how to accomplish their goals, we'd be empowering creatives. So far, this task is relegated to youtube videos (e.g. "How do I make two shapes into one shape in Adobe Illustrator?").