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Author Topic: Looking back on the Dwarf Fortress experience  (Read 1225 times)

SkyRender

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Looking back on the Dwarf Fortress experience
« on: February 22, 2010, 05:00:11 pm »

 This will be a bit long-winded, and I apologize in advance for that.  I just thought I should share my experience with Dwarf Fortress, because I've come to realize that it hasn't been the same game for me consistently throughout the time I've played it.  This is the story of how I came to play DF, and the underlying tale of what made it so appealing to me.

 I started out reading a Something Awful LP, well-known in the DF community, about a fortress amusingly named Boatmurdered.  It painted a picture of an increasingly bleak fortress where anything could happen at any moment to turn the whole community upside-down, and it was an experience just to read it.  By the time I completed my read of it, I knew I had to try Dwarf Fortress.

 Like any complex game I delve into, I first researched the game's workings before I even booted it up.  I learned as much as I could tolerate about how it worked, about what every workshop did, about how each career functioned, and so on.  I knew more about DF before I first loaded the game than most people know after their fifth fortress, even.  There were a few concepts I didn't grasp since the DF Wiki didn't explain them in a way that makes sense without seeing it in person, but I'll explain that later.

 When I first genned a world and settled in, I was of the mindset that this game was like it had been when Boatmurdered was written: all on a single 2D plane, with hell erupting every few moments.  I'd already built in my mind a strong defensive 2D layout for my fortress, and set about creating that vision right away.  I learned before long that the game I was playing, however, was not the same game that Boatmurdered had been set in.  This was a new version, with new rules, and I was entirely unprepared for this fact.

 To say my first fortress was a failure would be an understatement.  I never set up a smelter or a metalsmith's forge, since I hadn't found the (nonexistent) magma river to do so at.  My Dwarves weren't starving (I figured out farming before I even loaded the game, having heard horror stories of forts dying of starvation), but they also had miserable existences that were devoid of any meaning.  I knew I was missing something critical here, but I wasn't sure what just yet.  I abandoned that fort before the first year was over.

 My second fort fared better, and I got more done, but still something seemed wrong.  I wasn't finding much metal overall, for one thing.  For another, I still couldn't find the (still nonexistent) magma river.  Though I had found a lovely magnetite cluster (which still sticks out in my mind, since I'd never seen magnetite clusters before then, and I didn't really understand how the metal distribution system worked then).  It was in this fortress that something strange happened: a Dwarf who was set up with the Hunting labor seemed to have disappeared off to some part of the map THAT DIDN'T EXIST!

 Or so I thought at the time.  I had read about Z-levels on the DF Wiki, but I hadn't really understood how it worked.  I was confused for some time about this wandering Dwarf who seemed to be on another plane of reality entirely, and finally I accidentally figured it out while trying out key combinations when I mashed , and . while holding Shift.  Entire PLANES OF REALITY revealed themselves, and I came to fully realize what Z-levels meant.  This was not the Dwarf Fortress of Boatmurdered's time.  Oh no, this was a VERY different game.

 The entire experience changed after that.  That was the point at which I disabled the background music as well, and it has as a result inexorably linked my time in "2D" DF to the game's looping main music, while my time in "3D" DF has been devoid of any musical consistency.  Anyway, from that point forward I began designing in 3 dimensions, and immediately sought out an ideal site.  Unfortunately, I couldn't find anything on my own, so I turned to the DF forums and downloaded Smata Sagus.  But Smata Sagus was an ideal site only in earlier builds of DF, and was now sub-par.

 But Smata Sagus was also my first introduction to another component that also changed the experience: chasms.  I had never seen a chasm before that, and it gave me a chill to see what I dubbed "the fingers of the mountain" stretching out with an endless void at the bottom.  That, the cave spiders randomly leaving webs all over, the brook freezing in winter, and the fact that my Dwarves had a bedroom RIGHT NEXT TO A BOTTOMLESS CHASM, totally revitalized my fascination with DF.  The mystery was renewed, and 3D DF was again an experience like no other.  Then I found Dwarf Heaven, and started building there.  There, at the height of the mystery, the veil was lifted when I found out about Visual Fortress.

 Being able to see my forts in 3D changed the equation drastically.  It wasn't just mutli-planar 3D I was dealing with any more; it was cohesive 3D.  It was layers of 2D building up to make a full 3D experience.  Before, the 2D levels were segregated from one another in my mind, unrelated but linked through stairways and ramps.  I was entranced, and immediately set out to build mega-constructions in this new environment.  Before long, that became the key lure of the game for me, and I basically disabled everything that didn't have to do with mega-constructions: no invaders, no cave-ins, no economy.  Just pure, uninterrupted building.  The game had become glorified digital Lego blocks to me, I realized later.

 I'm starting to drift away from DF again.  The mega-constructions aren't as fun to make any more, and I don't really care for the wildly unpredictable battle system (mostly since I have legendarily bad luck and can somehow manage to lose 20 Champion Dwarves to a dozen Kobolds).  I want to enjoy the game again, but it's just losing that spark.

 And yet, every time I listen to that music, I remember my misguided 2D experience, and long for those days when DF was mysterious and awe-inspiring due to that feel that I could never see what was around the next corner.  I want to return to that point in time, and that understanding of the game (incomplete though it was), and live the experience again.  It sounds like the next version will help a bit in this with its caves, but what I'd love to see is the old single-plane 2D DF brought back with all of the improvements that the 3D version has, while maintaining the things that made the 2D version so charming (like the magma river).

tl;dr version: DF has changed for me every time I learned something new about how it worked, and in spite of that, I'd enjoy a return to 2D DF with 3D DF improvements in place.
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Chicken Launcher

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Re: Looking back on the Dwarf Fortress experience
« Reply #1 on: February 22, 2010, 05:25:07 pm »

Yeah, I miss the feeling of being completely overwhelmed with DF. It used to really feel like building my own base. "I'll have a dining room here! And the bedroom complex over here, which I'll expand with noble rooms. Awesome!" Now it just feels like I'm going through the motions for the most part. It's kinda sad, seeing how DF is probably the deepest game I've ever played. But luckily I've had new things opened up to me now that I understand almost all of the game, like designing faster and cleaner drowning traps or a huge above ground castle.
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Jacob/Lee

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Re: Looking back on the Dwarf Fortress experience
« Reply #2 on: February 22, 2010, 05:31:16 pm »

My experience would be complete if I got a megabeast instead of billions of sieges.

G-Flex

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Re: Looking back on the Dwarf Fortress experience
« Reply #3 on: February 22, 2010, 05:39:52 pm »

The lack of possible long-term goals in DF is sort of disheartening, but it's one of those things that'll certainly improve, especially as we start becoming able to do things like sending armies offsite, or engaging in more complex diplomacy.
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Re: Looking back on the Dwarf Fortress experience
« Reply #4 on: February 22, 2010, 05:46:33 pm »

You'll never recapture that first sense of discovery you get with a game. Millions have tried, all have failed. It's the reason we have nostalgia in the first place.

Sand box games are the same way. Starting out, you're unfamiliar with the deeper mechanics and nuances of fortress design. Whether you read on the wiki, or discovered them for yourself, figuring those things out adds a large part of satisfaction to the game.

But it's a process that can't be repeated. You can find the same satisfaction with other mechanics, but you learn those eventually too.

When the world and caravan arcs are complete, there will be a lot more "long-term goals" in DF. But they will always be sand box goals.
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Gazz

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Re: Looking back on the Dwarf Fortress experience
« Reply #5 on: February 22, 2010, 06:02:43 pm »

Don't keep playing when the spark isn't there.
Doesn't work with sandbox games. Either you have "things" to explore or a goal to work towards. Without either it's game over.
A crazy goal might be in order, like one switch to simultaneously cave in every other village or fortress on the map and have them drop into a massive lava lake.
Everyone should have a Death Star.
Or build the whole map into a chessboard, complete with a checkmate situation. Then have a switch to topple the king.
Point? Who needs a point when gaming? =P

If you haven't, yet, look at X3:Terran Conflict. Another sandbox style game with lots to explore. (The interface is marginally better)
Don't be afraid to expand it with scripts and mods, though. The vanilla game is a bit... bland.
That'll tide you over til the next major DF version is out. =)

Me? I'm mostly taking a break from X3. I know that forward and back, inside and out... =P
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Pathos

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Re: Looking back on the Dwarf Fortress experience
« Reply #6 on: February 22, 2010, 06:24:18 pm »

Try Kobold Camp. It's a completely different and much MUCH more difficult experience, especially if you play it as it should be played ( playing above ground using carpenters to build houses for you etc ).

That should keep you going until the next version, at least.

Link: http://www.bay12games.com/forum/index.php?topic=27088.0
There's also Dig Dwarfier to use for it, too. You just have to switch around the civ files and you're done.
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SkyRender

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Re: Looking back on the Dwarf Fortress experience
« Reply #7 on: February 22, 2010, 06:54:05 pm »

 You know what?  The solution is actually disconcertingly simple.  I know exactly what I can do to get the experience to be a true experience again: revert back to the state of mind I was in when I first played DF.  Back then, I didn't really have any idea about what would be an effective way to build.  So I just tried things out.  I didn't care about if I built next to a magma pipe, or a river, or a chasm, because I didn't even pay attention to where I set up my fort beyond just picking a spot that looked interesting.  I didn't have any real layout planned for my fort beyond the first 15 or so Dwarves; it was all winging it past that.  I didn't even have a firm idea of what I wanted my Dwarves to do, so they did whatever the area proved best for them (be that metalsmithing, glassmaking, cooking, clothesmaking, or stonecrafting).

 The best way for me to care about DF, in other words... is to stop caring so much.  Just let the game flow naturally, without any mods (well, except for the cat mouth bug fix; hate that "too injured" message spam), and don't fully plan the whole fort out.  I just have to go back to those thrilling days when it was about seeing what happened, not about getting the perfect fort.  Sure, I'll end up with inefficient forts, but they'll be fun again!
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Sukasa

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Re: Looking back on the Dwarf Fortress experience
« Reply #8 on: February 22, 2010, 09:12:32 pm »

If that works, then by all means, do it!

As well, if after a while the spark dies again, try a mod, or re-enable some of the options and try to get some mega-construction going when you're being attacked.

If that doesn't work, stop playing DF.  Leave it on your computer, but just don't play it for a while.  Eventually you'll get the spark back, and resume playing it.  Or, try another approach and design a fort that looks good in a specific visualizer.  Things like that have helped me keep playing DF over the time I've been playing it.
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Re: Looking back on the Dwarf Fortress experience
« Reply #9 on: February 23, 2010, 05:09:06 am »

There is always something new. Right now I'm trying to play in an almost 200z levels mountain where I will build complex city architecture where rooms and "streets" will have more than one z-level. Arched domes, and things like that.. It will be one hell of a job so it will be fun to see if the fort will survive long enough to finish it.
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Grimlocke

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Re: Looking back on the Dwarf Fortress experience
« Reply #10 on: February 23, 2010, 05:48:44 am »

The trick for me is to just make up something to do. Be it setting rules like only digging soil, or some story-like startup with just a squad of military dwarves and some wardogs. Those allmost allways turn out amusing.

I also found that too much planning ruins the game. Its way more fun to just do and make whatever I feel like.

Right now I build a fortress right in the middle of some goblin towers, which are in turn build right above a HFS. My goal is to pit the goblin ringleader against its HFS counterpart. So far I just made a little fortress for some 50-odd dwarves, and started nicking bits of clownite to make a small army with.

I also keep improving my architecture. My earlier forts were more a set of several fortresses linked through stairs, while my current ones have plenty of multi z-level rooms, deep shafts with windowed rooms next to them and windows that let in sunlight from the surface all the way to the deepest level.

Also my dining room and merchant depot can be flooded and unflooded with the pull of a lever! Thats right, long live usefull improvements. Too much parties? flood. Arrogant merchants? flood. Too lazy to clean? flood!
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TheDeadlyShoe

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Re: Looking back on the Dwarf Fortress experience
« Reply #11 on: February 23, 2010, 09:07:04 am »

If you arn't enjoying it, just stop. monitor dev log. you'll get the urge to play eventually.

this  is a good time to stop actually, what with the new release coming up.

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Re: Looking back on the Dwarf Fortress experience
« Reply #12 on: February 26, 2010, 09:44:46 am »

If you arn't enjoying it, just stop. monitor dev log. you'll get the urge to play eventually.

this  is a good time to stop actually, what with the new release coming up.

I have to second this. I can only play DF a few months of every year--I always come back, though. What's lovely and maddening about the massive amount of time between updates is that the game is so new when you come back to it. I've been drooling over the dev log for who knows how long now. It's going to be awesome!

Take a break, go play something else for a bit!
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