It's hard to get into but immensely rewarding and satisfying once you do, with some amazingly detailed epic stories coming to life.
It's hard to get into but immensely rewarding and satisfying once you do, with some amazingly detailed epic stories coming to life.
The game is just like vim/emacs in that you don't know what you don't know and you're likely going to learn piecemeal.
If you looked through a couple tutorials and said "Hey I think I get the hang of it now" and start cracking at your first mountain, you'll quickly realize that you have no idea how to craft, deal with rooms, plant stuff, etc.
As far as the graphical elements of the interface goes, there's a number of tilesets to use[1] which make the game exponentially more enjoyable.
Also, there's a fellow on YouTube by the name of captnduck[2] and, aside from the official wiki, he's probably been the most helpful source for me when it comes to DF. I suggest taking a look at a video or two from him if DF interests you.
[1] http://forums.penny-arcade.com/discussion/117975/dwarf-fortr...
[2] https://www.youtube.com/playlist?list=PL06686270DA5FF439
It reminds me in some ways of the old HGTTG text game, where if you didn't take exactly the right steps at the start of the game you would be irreversibly fucked two hours later with no warning. Except I think that was due to malicious intent, and DF's complexity is some combination of developer indifference / incompetence (Toady is quite good but obviously UI design is not something he's really enthralled by) and Stockholm syndrome on the part of the player base. Some folks won't play without Dwarf Therapist, I absolutely require dfhack's workflow plugin to not go insane, etc. This is not really a good situation, but there's just one of Toady and the community is startlingly loyal, probably helped by the sheer addictive quality of the game once you get going; he can be excused, to some degree, a focus on new, novel things before the total UI revamp needed.
Do note I am a slightly more impulsive player, so I tend to make massive stock piles of things so that I don't need to manage Just In Time systems.
DF conditions tend to be similar to Hard Core modes on games like D3/Torchlight, which in turn inherit from Roguelikes like Nethack, so there is an old tradition of hard choices that mean stupid death. (B/U/C identification How I hate thee)
If you play one if the mods with multi-stage metal refining, it is even more useful to ensure that the pipeline does not go dry on the one hand but you don't get a glut of pig iron or whatever either.
That may also be why I never got into DF, it sounds like too much work. Like actual work.
The base game with a wiki, a tileset, and dwarf therapist, will be accessible and fun for the average HN visitor.
The ERP aspect of it is for people who just want to reach that level of gameplay. I don't. I just mass produce my stuff and never run out of goods.
I will admit I have more sophisticated desires / needs, though.
[1]: http://www.youtube.com/watch?v=iHVZtRdtPdo [2]: http://www.bay12forums.com/smf/index.php?topic=59026.0
http://shop.oreilly.com/product/0636920022565.do
Looks good so far, although I'm not more than a chapter into it yet.