![]() ![]() It would be infinitely better if he joined a decent team of programmers and art designers and created a game capable of competing with Rimworld, not that piece of entangled code lines he's producing for years to no end.Dwarf Fortress can now be played in real-time isometric 3D, thanks to a host of mods for a game designed to be rendered ASCII text format. How the developer wasted his time creating something that complex for nothing amazes me. So basically it's a game so hard to enjoy it's not worth it, even with a free price tag. Originally posted by Name Lips:I've played DF for years. In my mind it's an underdeveloped game genre, and its where most of my gaming hours have gone over the years. DF, Rimworld, Gnomoria, Prison Architect, the old Dungeon Keeper and its clones, and a few more scattered here and there. Personally, I love the whole "base building" genre. It really is far more a sandbox simulation than a game, and this drives a lot of people nuts. There's not even a real sense of progression - you have access to everything from the outset (no research or ways to unlock things incrementally). There's no way to win, and infinite ways to lose. There's no goal other than enjoying yourself. Once you master the learning curve, there's STILL so much to figure out that it can be overwhelming.Īnd a lot of people hate the sandbox. Nobility and their insane demands.īut increasingly I worry that, for a newcomer, it just makes it harder and harder to get into. Unique monsters and horrors that invade from the depths. All of this history is browsable and visible if you know where to look, and impacts things - like the art your dwarves choose to create, and what is available for trade.Įvery update adds more and more complexity. Gods and religions are generated and tracked. Every individual's life and death, through the generations. ![]() Each individual, his name, his abilities, the objects created, politics, alliances, wars, trade. The game generates an actual history of the world. from the perspective of the player, it's functionally identical to a randomly generated terrain. Forests and biomes appear where they should. Lakes and rivers flow across the terrain the way they should. ![]() The game generates an actual world based on acutal geographical concepts, rain shadows, currents, wind, and temperature. It doesn't need dozens of types of edible plants, all of which are functionally identical in terms of what you can do with them in the game. There's no reason the game needs dozens of types of rock, all with individualized density, hardness, and heat resistance. It aims to be a simulation more than a game. The game is more complex than it needs to be. The sheer quantity of things that are being simulated, the complexity of the interactions, and the depth of the things you can do are amazing.īut these things are also a weakness. Once you realize what's going on in DF, the scope blows you away. I'm sure I've logged thousands of hours in DF. Every time there's a new release, I go back to playing it. No tutorial, no instructions.Īnd I absolutely love it. And it's hard to figure out what to enjoy. It's hard to figure out what you're supposed to do. It's hard to interpret the screen to understand what's going on. ![]()
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