there is a novelty to ascii, but its a barrier to entry and major eye strain.
The menus and lack of native ui controls for some things (dfhack) were by far the biggest problem, not the ascii. I get that the ascii is noisy and a matter of taste - not disputing that - but there were much bigger UX problems.
https://www.youtube.com/watch?v=RwLSgaYPKA0&list=PL-THgg8Qnv...
It is actually their 10th anniversary in September, so if you like their work I would highly recommend their patreon to make sure they can do another 10 years.
Their discord is actually one of my favourite places on the internet to talk about games because everyone in there has such great taste and is knowledgeable about the actual production process of games.
They also have a second channel/patreon now called noclip_2 which is focused on underground/indie games which has been a constant source of joy for me, all the best games I've played in the past year I've discovered via their videos or their discord.
Just great vibes all around.
Edit: almost forgot, they are also running a project to digitize old videogame tapes so if you want to see old interviews with carmack or footage from E3 in really nice quality they have a YouTube channel for that too
1. The Origins of Dwarf Fortress: https://youtu.be/MxV24so-dw8
2. How Dwarf Fortress Evolved over 16 Years of Development: https://youtu.be/PiNeDarPzeI
3. How Dwarf Fortress Coming to Steam Changed Everything: https://youtu.be/TX65XCk2-6U anecdote about the money starts @ 18:40
4. Life After the Success of Dwarf Fortress: https://youtu.be/I5zgBXp4e8A
Now, eight or nine figures, that's probably going to pass the threshold for special attention. As in, you might be required to go to the bank in person with photo ID in order to authorize the transaction, that sort of thing. But under 10 million U.S. dollars? Many businesses will handle those amounts monthly, and the bank is used to seeing them.
And someone else correctly pointed out that there might indeed be extra scrutiny on such transactions, at a level you might not always see, e.g. when Notch suddenly started receiving tons of money from Minecraft sales, PayPal flagged the account for special attention. But then they figured out it was legitimate, and allowed the money to go through. Personally, having been on the receiving end of credit card fraud (which I caught early enough that the bank refunded me the two fraudulent transactions, a total of $300), I'm glad that "this looks funny" gets flagged. It causes me more inconvenience than it has saved me money: every time I try to buy airline tickets back home (I live and work overseas) it's a large enough transaction that it gets flagged, and I have to call the bank and say "Yes, that large purchase on (airline) is legit, please let it through next time when I try again". But it saves me from being on the hook for $2,500 if someone were to get hold of my CC number again.
I'm certain receiving a lump six figure sum on my personal account would trigger a review, if only because the taxman wants to know about it.
Backend-wise, it's just different sets of flags. The infrastructure is the same.
I think generally speaking, there's two systems; the one is a scam / self protection system that disallows large transfers but the user can disable it themselves, the other is something that works after the fact that looks for things like money laundering and tax evasion, but these processes run nightly, yearly, or maybe even once a year. I'm half expecting a tax bill for some unreported crypto assets abroad, half because it's only a few hundred worth.
After playing with the Lazy Newb's Pack and other similar tools for years, I found the Steam version to be a maaaaasive downgrade. The mouse was tied to the framerate, everything felt sluggish and hard to control.
It really irks me because I had been telling everyone for years to play this game, and finally it gets an "official" release and I found it to be... the worst version of the game I'd tried yet.
Maybe its improved since I last tried it. But it would be hard to outdo what the fans had done with the UI, IMO. Even features like seasonal color schemes felt almost vital to me. Not to mention customizing your own preferred sprites...
I almost wish Tarn and Zach had kept to building core gameplay and let the fans handle the UI, with some sort of official team-up to bring it to Steam.
I'd recommended Lazy Newb Pack to almost anyone but I don't think I'd recommend the Steam version, at least the version I tried.
I really wish they'd put some actual effort into the graphics of the game. Even some minimal animations would be nice.
Good thing is they can and do have both styles.
If anything, I would recommend purchasing the steam version to support the creators. Continue to play the game any way that you like afterward.
if you are a fan of the original I would encourage you to give it another shot.
I’m convinced from articles about dwarf fortress that it’s a game that few actually play and enjoy, but like talking about as if it’s fun. The promise of dwarf fortress is far more interesting than the actual gameplay.
EDIT: To people who are rebutting this by saying “it’s just not for you” - that’s entirely my point. Few people enjoy it. I am the majority opinion here.
The game is great, though. You are in the "I have no idea what's going on" phase.
Not everyone _wants_ to learn Dwarf Fortress, and that's fine - it's not for everyone.
But I'm just providing context that, for those of us that have learned, it is a great game.
Puzzle boxes, for example, have zero on ramp, and yet many many people enjoy them, enjoy the struggle of discovery.
Arguably the edges of mathematics and science are inhabited by similar people, living where the rules are ill defined, where there is much to be discovered rather than pre-digested and spoon fed.
I have little patience for games that don't spoon feed, so I get where you're coming from. I watched my brother play DF and decided I didn't want to spend my time like that, trying to parse ascii, trying to figure out how all the things interacted.
I also don't like puzzle boxes that much.
To each their own.
Some people like games where you need to grind (idle clicker games seem to be purest/insanest form of that), and that is something I don't get at all. It is just pointless busywork, just like those repetitive achievements ("kill N enemies with X style attacks") or collectables. (Achievements that are on the form "find this hidden thing" or "do this out of the box thing once" I do understand more.)
To each their own indeed.
First, this is completely wrong. There are many good games that have been designed over the last 30 years that didn't assume you were an invalid and needed your hand hand held every step of the way.
Second, many of us (including myself) have been playing computer games for ~50 years! In the 80s and 90s the average game was far more difficult than even the most difficult games put out today. It wasn't assumed that everyone, or even most people, were ever going to beat the game. There were games I played for hundreds of hours back then, and enjoyed greatly, that I never finished or even mastered all the complexities of! That didn't make it any less fun. I want to be challenged by a game. If I load up a game and am spoon-fed everything it isn't a game I play for long.
Not everything has to be made or everyone, in fact I would argue that is exactly the reason games these days are bland and identical.
Press "F" to pay respects.
I, for one, hate games spoonfeeding me. Most games are unlikely to be a player's first videogame. I don't need every damn mechanic tutorialized. Present me with my toolbox, and let me get to it.
There are plenty of good or even great games that dont give a shit about "good game design". And developing in the direction of "good game design" is sort of like Carcinization, AAA games have been tending towards a single unified structure. Its great for mass media but its terrible for art.
I learned Dwarf Fort through a mate of mine. We both played separately, and we would have phone calls discussing how we were able to achieve x or y outcome. Eventually we determined an ideal set of bootstraps to achieve a plateau of semi functional Dwarf society.
And then they dropped the dwarf economy update, and everything went to shit and we got to relearn how to pick ourselves up all over again.
Then Bees, then Taverns and Travellers. Then Danger Rooms started causing more serious wounds.
You are welcome to limit yourself to AAA games and yellow paint but thats you deciding to artificially limit what experiences you participate in. It doesnt cast a single shadow on people tooling around and experiencing the art of games.
I would use Crusader Kings as an example, it doesn't even seem like a game at first, you have no idea what is going on, and large swaths of options and features may take dozens of hours to stumble across. But yet it is still a great game with many fans and players.
For me personally, figuring these things out was the most fun I got out of such games. I had an absolute blast loading CK2 without a tutorial and spending the next several hours trying to figure out what is all this nonsense about. Same with DF btw, once I figured out the idea, mechanics, control, and played for some hours to learn to build a somewhat sustainable fortress, it kinda stopped being fun.
I don't believe in the concept of "fun in general" in the sense you imply here. I've played very successful games that have evidently achieved popular appeal but that nonetheless turn me off because they're the absolute opposite of Dwarf Fortress: carefully manufactured designs of intentional experiences that you are guided through at every step. Some people really like that, some will want to be thrown in the wilderness with no clue, some want something in-between. Different strokes for different folks.
So are you wrong in saying generally that it's "despite its terrible onboarding, not because of it", or am I coping by lying? Mind you, Dwarf Fortress is preceded by a whole genre of more traditional Rogue-like games that made losing hundreds or thousands of times for a lack of knowledge of the games' systems before you figured them out a fundamental part of their appeal, so I'm not exactly alone in this.
I think you want this game to be something it's not. It's not a casual game for casual gamers. It's a game whose mantra is literally "losing is fun". It's esoteric menus and attention to detail are the result of decades of work by a couple of guys that just wanted to make the game they and their fans wanted to make.
It's imperfections are part of it's charm and if that turns you off from the game then it's not for you and that's OK.
You're being way too dismissive of people that think the onboarding is reasonable. They can disagree with that without being blinded and thinking the game is flawless.
Maybe the Steam page is too slick? I can’t imagine somebody going to the old dwarf fortress page and thinking “this is a game I’ll pick up easily!”
No, it is a games job to be entertaining for those it was designed to entertain.
>It’s not mine to spend 200 hours grasping every concept before I can play “the real game”, that’s just shitty game design.
Certainly there are many people who take a longer time to learn and grasp concepts and find challenging tasks something to be avoided, and this game isn't for you! That doesn't mean that every game should be designed so that the lowest commoner denominator can understand and enjoy the game! Some people not only enjoy being challenged by complex games, but seek those out those challenges and that complexity. The game market is flooded with easy to learn and easy to win games designed and made for simpletons, so there's no reason for you to complain about the rare game (these days) that deviates from that.
Its the games job to present their unique style of fun to the market, and let the market sort it out. A game made by 2 blokes has to have a set of priorities, and their priority has always been the simulation.
>It’s not mine to spend 200 hours grasping every concept before I can play “the real game”
I mean, ignore Dwarf Fortress for a minute, this is exactly what Paradox has built its little empire on. I was at 300+ hours of Crusader Kings 2 and had only a sort of intuitive grasp of most of the games systems. And at the time, most of the safer european powers were at risk of just getting rolled off the map by the golden horde mid game, and the work arounds for that were quite insane. I still dont reckon I have the war/conflict systems mastered. Paradox does tutorials, they just suck immensely and you end up on the forums or wikis anyway.
Dwarf fortress has managed to create a game with that kind of skill curve with 0.0001% of the resources.
>that’s just shitty game design.
I feel sorry for you, I get the impression that this hostility is coming from a place where you really wish you could share in these fantastic games but haven't quite got the gumption to stick with them. I get it I really do, I mod Battle Brothers to make it easier, because I love the texture of the game but I haven't been able to master the combat or save scumming required to play at a real difficulty.
Dwarf fortress challenged what I thought the rules of game design were.
It was absurd amounts of fun. I was happy to go through the tutorials or ask questions on bay12.
Figuring out how things worked, and then using those skills to explore the world was fun. It was also internally consistent.
The game simply isn’t for you.
No one should be judging you if it's not your thing. Those of us that enjoy it readily admit its faults and own the fact it's not a game for everyone.
I think having an official tutorial or an on-ramp for new players is not a requirement for a good game. In a broader sense of the word "game", a game is separate from a tutorial, so a good game can exist without a tutorial. Chess has no official tutorial or on ramp for new players, and yet it's widely considered to be one of the greatest games.
It was the first mainstream Wiki-based game. Now, every game does it that way.
the wow wiki was from 04, the minecraft wiki is from 09.
... and wow was very documentation based for people pre-quest-helpers.
I'd agree that they're a bad comparison though. Despite Notch's inspiration from DF, Minecraft has worse bosses, biomes, trading, mining, diplomacy, cooking, innkeeping and NPCs.
(Yes, yes, mods exist.)
Modern Minecraft is still not much of an appeal to me without mods. I'm happy to see more block games like Vintage Story push the medium forward while Microsoft... wraps up post-production on A Minecraft Movie: Squared, I guess?
It depends, for me it is boring and has pretty dim graphics. I wanted to love it, but it is not fun. It looks like a Sims game, it lacks what e.g. factorio has, that "spark".
DF sounds like it might have that "spark", but I'm afraid to touch it.
That's my core complaint w/ strategy games. By the time I'm done with the tutorial i have to do other things only to forget everything I learned the next time I get to sit down with it.
At best "hints" or a glossary/help menu is the best way imo.
If you disagree, I'd like to hear your thoughts on where you think the threshold in complexity is when games should start including a tutorial and/or on-ramps for new players.
You can't say because minecraft doesn't have a tutorial, dwarf fortress doesn't need one either. That's just retarded
I used to play it, and for me, I think it scratched the same creative itch that Minecraft does in other folks. Building grand designs, etc. But in Minecraft, I'd have to place it block by block, and the physics... well, they're just absent. DF is like Minecraft, but with Lemmings, and a full physics system.
I still remember some of those designs, and I can see them clearly in my mind - not as the game represented them, but as the dwarves would have seen them. A grand underground bridge, with water flowing alongside it, before spiraling down into the main hall - where the wagons would enter the marketplace, and the dwarves would pass through the mist generated by the waterfall (forgotten beast got 'em all.) A giant vertical chain, build out of stone, standing as a monument to the grand fortress that sprawls underneath it (half-completed, as the fortress succumbed to madness.) A fortress built into a volcano, underneath the open sky, with the forges powered by magma, and a small river diversion creating endless obsidian (fucking birds kept swooping down and either eating my dwarves, or knocking them into the volcano, because I couldn't build the roof fast enough.)
I keep wanting to go back in, and I should - but I'd literally have to dig out the `cheatsheet.txt` file I had to keep on my desktop while playing, PLUS I'd have to figure out if I still needed the third party app that makes managing dwarven jobs reasonable, because in-game it's a fucking nightmare - and whether that app even exists for OS X, because I think it was a Windows-only thing that would interact with the game by directly reading RAM.
It sucks, but it's so good.
I hadn't played in like 10 years when I picked up the Steam release, and I found it pretty easy to get back into.
Dwarf Fortress is solidly in category B. It's a sandbox game, which already selects for people capable of making their own fun with a toy, while alienating those who want more concrete goals. It's a simulation game, which selects for people who enjoy the thrill of experiencing something that nobody else has before, while alienating those who prefer a crafted narrative. And it's got a lot of fiddly little systems, that offer just a little bit of reward for mastering, which selects for people who like figuring stuff out, whether through experimentation, external resources, or a combination of both, and filters those who just want all their options presented to them in a streamlined experience.
If a player meets all those selection criteria, they'll likely find Dwarf Fortress one of the most fun games they've ever played. They'll marvel at all the intricate details, and invent explanations for things that are (probably) random, like imagining the master engraver who keeps carving masterwork depictions of that one time he single-handily defeated a forgotten beast all over the captain of the guards' bedroom as being petty as hell.
If a player gets filtered, then they'll bounce off the game, and because they haven't engaged with all its fiddly details, feel like the game is just boring.
nobody is making you play it, and the people who enjoy playing it don't really care if it you liked it or not.
The only other thing I can think of is the labor menu was kind of annoying for large fortresses.
The majority of people do not play videogames. The majority of those do not play any roguelikes. Citing the majority is completely useless.
Furthermore I'm not convinced you can make a tutorial for Dwarf Fortress. There's too much complexity, too many edge-cases that you end up needing to know. Most people seem to burn out if fed too much info at once.
> I’m convinced from articles about dwarf fortress that it’s a game that few actually play and enjoy, but like talking about as if it’s fun.
On my Steam friends-list I have 14 friends who have purchased the game. The top three by play-time are at 314, 267, and 67 hours. The remaining 7 with playtime average 22 hours, the other 5 have it in their backlog. That to me is some excellent playtime. Not Lethal Company numbers or anything, but that game didn't have a release before steam either.
I don't know, it's basically Minecraft with Lemmings. You control a lot, but at the end, the AI comparison might be somewhat apt - you tell the dwarves what to do, and they mostly do it. When they're not struck by a strange mood, or when they're not too depressed to work, or when they're not being eaten by a Forgotten Beast (beware its deadly dust!)
I like the narrative element and enjoy delegating random shit and seeing what happens.
Don't get me wrong, there are plenty of problems with trying to use generative AI as a subsystem for a game, problems which exist at a conceptual level. But all the games I've seen that integrate AI as a subsystem don't even come remotely close to hitting that ceiling. I think it's ultimately up to the fact that an interesting usage of generative AI requires a level of technical competency and theory that's well beyond that of the layman. The people making games that utilize AI generally seem to lack the chops to make a good game or do interesting things with AI. The people with the chops and manhours to make a good game with AI:
- Don't want the backlash of having a generative model in their game, because no matter the context that's a lot of very bad press for something that's very difficult and time consuming to implement.
- See the immediate problems and difficulty that arise from a decently integrated concept and execution, and even without the bad press, understand that the juice isn't worth the squeeze. That it's always going to be an immensely stupid gimmick in the end, one that's trying way too hard.
That won't stop us from having 10,000 pieces of shovelware getting churned out that have the worst, most uninspired integrations imaginable mind you. We clearly already have those. For those that could do something better with the tech, there's too many good reasons to not touch it.