That's also the point.
Dwarf fortress is actually a good study on community structuring via challenge based gating. Before the many tutorials, if you could hack df or aurora, you were a particular type of gamer, and the challenge itself was the fun.
I really wish people could know themselves through the game the way I got to.
I'm not playing that much these days but I still frequent bay12 other games section, it's the best source for opinionated discussions about games
£23 for a game actively developed, with great replayability, tons of mods, a passionate fan base and community? Holy shit, that's a bargain.
I think GP is also potentially balking at the $300 DLC pack (what could be worth $300 from a game that isn't finished?)
Or maybe they typo'd the amounts...
> This DLC gives you the right to enter a name and character backstory into the game, with skills, appearance, and special work requirements. In addition, your character will appear as the leader of another faction!
and follows with a note that says it does not affect game play, only gives you the right to add your desired content to the game.
$30 for a game that already has more content than many AAA games I've played, is still actively developed, is in many ways more advanced than most AAA games (in terms of the simulation and emergent gameplay). If it were abandoned RIGHT NOW, nobody would ever notice that it wasn't "completed".
I've personally got more value out of playing it than I get from most $60 games and I haven't even played the last two updates yet (which were HUGE).
The expensive packs are expensive because they let you add custom stuff to the game (e.g. Characters named after you) and not meant for the average player.
Take a game with a lot of free updates, such as Terraria. Consider the game the day it was released. What if it had been labeled 'Early Access' and incomplete because it doesn't have all the features that were given in post-release updates? That wouldn't make it worth any less on the day it was released.
a) How far through the QC process the game is
b) Whether the game is going to change dramatically in the next 6 months
c) Whether the game is about to be a cancelled project.
d) Whether there are features/portions of the game that will just _not_ work with <insert OS version/hardware/network configuration/...>
Basically, Early Access is too big a tent to be meaningful, except to take as a caution of "you might be paying for vapor."
$555 of DLC for an early access game?
Like DF and Rimworld, PA has that 'imperative' style, where your prison staff are given instructions, but may have problems carrying them out. Also, with the real-life setting, it might help stimulate some thinking about the nature of the penal system and the prison-industrial complex, while, at the end of it, still being a fun game.
"I decided to play a game of DwarfFortress in an evil biome. Only I didn't realize the weather was also evil. Within 30 minutes all of my Dwarves were dead from an acid rainfall, cause of death: drowning in their own puss."
Many times you could have won quickly if only the units obeyed. But they didn't ;)
Also the art was entirely redone in the generic cartoony style of every other mobile RTS. I suppose it's more approachable than the original's 2000-era pixeliness, but it didn't seem like an improvement to me.
It's still better than 99% of all mobile games, but that's not saying much. The original is on Steam for $10 including the expansion and various bugfixes; I played it through again last year and I think it still holds up wonderfully. http://store.steampowered.com/app/25990/
The saddest part was encountering enemy units who had magic reflection.
It made you careful in where you place things. Placing an airport far from home? Good luck building that!
Would you have to first build a road out there with public transit service stops, and then bootstrap an increasingly-large set of airport hotels for the work crew to stay at, before attempting the airport itself? If so, that sounds like my kind of game.
To make large buildings in distant places you would build roads, then work crew related buildings, then whatever you wanted, including the needed housing for the new city area you ended creating in the process.
Another interesting game is knights and merchants, armies are under your direct control but require supplies, that need to be physically carted off to them, so you needed to either use hit and run tactics, or build infrastructure near the frontlines. Also traffic in that game can literally kill you, as your badly designed city becomes so inefficient that people die of starvation.
[1] https://en.wikipedia.org/wiki/Peter_Molyneux
[2] https://en.wikipedia.org/wiki/Populous_II:_Trials_of_the_Oly...
It was especially interesting because in order to train the creature what behavior was or wasn't desired you had to catch them in the act doing that thing. Since the creature was an independent actor who you could only influence, you had to rely on the randomness of the AI to do certain things so you could teach them what was good and what was bad. E.g. you can't teach it eating villagers is bad unless you catch them in the act and smack them around. Such a shame they almost completely did away with that teaching-through-doing part of creature-training in favor of simplifying down the creatures behaviors to basically sliders like "good vs bad" and "friendly vs aggressive" in BW2. Still waiting on a proper spiritual successor to BW1... what a brilliant game.
Similarly to DF, you just allocate tiles to be excavated, and can paint allocations on rooms, but never issue direct orders to minions. (Though you can possess them and take a first-person perspective, which is an interesting twist).
The attempt to manage a dungeon and direct all your minions at a certain goal, compined with the idea to automate your defence (through traps and alarms) somehow evoked a similar joy to programming for me. It's especally ironic on how many misbehaviors of the creature agents I tried by locking (ha!) doors in front of them.
Also, the general game style (aesthetics, soundtrack and the narrator) remains unmatched to this day.
I think the map was even "deformable" in that if you ordered a tank to move somewhere it could break down walls and such to get there, walls that soldiers could have used as cover while moving around etc.
Note though that the graphics was top down 2D, so it was "cheap" to replace a standing wall tile with a broken one.
There was nothing like setting up a textbook ambush, and then having your inexperienced gunner on an MG42 panic and run off when you gave the order to fire...
It's getting hard to run on current machines, though, with its hard-coded screen sizes and a scroll speed that's unusably fast.
The tanks definitely felt underwhelming sometimes, but overwhelming other times. It depended a lot on the environment, the type of tank, and the enemy units, which seems pretty realistic. It was interesting and terrifying how invulnerable some of the better German tanks could be.
You could do things like pick up imps to make them prioritize a task, or slap them to make the work faster (took a slice of health out of them though).
I seem to recall now that one of the ways you could torture a captured agent was by having him being squeezed by moving bookshelves or something...
Another great game was Banished, i tried when it just came out, It is still updated by developers?
DF is nearly endless in terms of new content and events; once you figure out a pattern for setting up your fortress and finally feel like you're winning, something new comes along that you didn't expect. Once that feeling of "anything could happen" is lost in a game, it's tough to continue.
Factorio is a good example of this. It satisfies the desire for challenge and survival like DF, but the challenge drops off drastically once you have a good setup.
It's tough to match the content of Dwarf Fortress for a game that hasn't been around for 15 years though.
Check out Banished.
The mods didn't really do anything for me either, I felt like they just increased complexity and unbalance without really adding challenge or fun.
I haven't ever actually played dwarf fortress, but from what I've read, the inherent unpredictability of the world, your dwarves, and other creatures seems like nothing that any other game can even dream of.
Never trust your neighbors.
The total war series is a better example, but the games range in quality
Sounds like current config management software
It seems like there are some interesting game mechanics possible (as you suggest) that could also benefit from the recent GPU enhancements for neural nets.
For example, in Kingdom, you get more minions buy throwing gold to beggars. There are spawn points on either side of the map. Your fortress is symmetric and you can also pay for tools like bow/arrows or hammers. There's a tool collection point on either side of the centre. One rule you figure out in Kingdom is that minions pick up the first available tool they come across. That means that if you want archers, but you have a hammer waiting pickup (and your new recruits come from the wrong side of the map), you're going to get an engineer.
Watchtowers are automatically restaffed by your soldiers. Watchtowers cannot be destroyed. If you overextend and build towers too far away from your castle, then you'll enter a vicious circle where your new archers will immediately go to man the towers and die when the hoarde arrives. As the towers are always there, and you can't mark them for demolition, it's possible to get into a situation where you can't resupply faster than your men run to their deaths.
The AI was flawed, the serfs, once the population got to around 100 or so, would starve to death frequently as they couldnt figure out how to get to the inn to get food and drink...
It was especially fun and funny when playing against a friend in the same room, you've built your village to the point where youre able to raise an army to smite your foe - but the AI goes bonkers, the serfs start to die off and your economy is ruined to the point that even two soldiers can show up and raze your entire town...
Ill never forget the laughter we had at one's serf's death knell "HNUUGGGHHHH" as they die, and the giddy feeling you had if you could take them out with just a few soldiers.
Or check out Widelands, a free Settlers-like game.