I will continue to have no interest in Dwarf Fortress until it has an actual UI instead of whatever insane random combinations of controls the developer felt like adding on any particular day.
I will continue to have no interest in Dwarf Fortress until it has an actual UI instead of whatever insane random combinations of controls the developer felt like adding on any particular day.
You might also be interested in https://www.factorio.com/ which is a game about building factories (free world, 2d isometric). Aside from being addictive, it is also performant, looks good, has a decent soundtrack and comes with all of it's ingame-stats conveniently embedded in Lua-sourcefiles (which you don't even have to parse-- just run them through the interpreter if you want to start modding/theorycrafting).
Disclaimer: I'm not affiliated with those games in any way, just promoting them because they're awesome (best entertainment/price ratio of anything I ever paid for).
The extra effort in the UI tends to leave far worse games than Dwarf Fortress though.
If I wait a couple of years to play, I end up losing a weekend or two to a few forts. I have to get my fix by spending a day or two every few months. No other game does that to me.
b>c to build a chair
b>d to build a door
b>w>l to build a still (type of workshop, many other things under b>w)
http://dwarffortresswiki.org/index.php/40d:Controls#Building...
Several different sets of keys to use depending on what you're manipulating, even though they all have to do with direction. I can never remember and always have to use the in-game help.
Whereas, when I play nethack or DCSS or brogue, 99% of the things my fingers do, they do without needing to consult their external memory (my brain).
The interface is so simple (okay, nethack's is not, but I started playing it at an early age, so it's baked in to my fingers now) that it's a joy to operate the game.
Once your brain doesn't have to drive your fingers, the interface becomes an extension of you and you achieve a kind of flow where you're interacting with the (game) world without thinking about it. Anybody who has learned to drive stick shift (especially if you already knew how to drive an automatic) knows this feeling.
Back in 2009-2010 on DCSS we were very fortunate to have one of our developers organized a usability study. The usability study ran over several months and produced a ton of feedback. Since the core team is around 30, we actually had the throughput to act on these recommendations.
I wrote an IRC bot last year for myself and a small community on IRC (5 of us at the time), that specifically monitored only us by paying attention to lines said in ##crawl. It also passed along commands to the appropriate bots (Henzell, Gretell, etc), and responded with their responses. The bot was pretty crappy through, as it was just an irssi script with a buncha hacked perl.
https://github.com/shmup/OCTOTROG/blob/master/crawl.pl
A friend in the community rewrote it as a proper bot, and has extended it much more. This little community of ours (now up to 20 or so people) has had a ton of fun thanks to this, because we get the usefulness of ##crawl without the spam.
I haven't played DCSS in a few years, but when I did, it was literally feast or famine: I would either be walking around with dozens of rations or else dying of hunger all the time. Herbivorous races like Spriggans didn't have very high food consumption but also didn't have many options in case they didn't find vegetarian food.
I read the summary page for the usability study, it seemed to give tons of (in particular) very _actionable_ feedback.
[0] Nethack, as much as I love it, causes brain damage in the same way that BASIC does: it shapes the way your brain works in a disadvantageous way. Consider that all of the nethack variants _add_ features (and are unabashed about it, SLASH stands for Super Lots of Added Stuff Hack).
Two features that come to mind are summoning mechanics and axes. Previously summoned monsters would stick around after a summoner died. This encouraged players to just run away if too many summons dropped. Instead, brogue pops all the summoned creatures as soon as you kill the summoner. This raises interesting tactical possibilities: Do I expend items to kill a summoner? Do I try to separate a summoner from other monsters?
Granted, this isn't easy for everyone.