Capntastic: What are your plans to make adventure mode more accessible?
Toady: There are dozens of issues standing in the way, but a lot of them are things we've discussed like graphics and tutorials and instructions and all that kind of thing. So putting those important things aside, just to get at adventure mode specific matters - rather than just problems with Dwarf Fortress in general - you really start out in adventure mode - you create a character - and you start out in the middle of a building or something and there's really no clue about what's going on. The keybindings aren't really harder to learn that any roguelike, you just pop up the screen and they're there, so the problems with accessibility are more in the line of a direction for your character; right now there's not a lot to do and you have no direction at all, for a new player especially. If you've played before you at least know what the deal is and you might just wander off to your old fortress or you might just wander around and set a goal to kill some monster or something, but without that, if you press adventurer mode before even playing fortress mode then you'd really just have no idea what to do, and when you talk to people you might find your way eventually to the people that will give you quests, but their quests are all kind of cynical, it's just like 'Oh you, you want to do something for me? Alright, go kill the dragon.' It's not really appropriate for your character, so I think the thing to do here - and we'll get to the future of adventure mode, which is the topic - a huge part of that is character generation. So there's the idea of how can you improve character generation, just in general, and also how than to make the game entirely take care of all of the accessibility problems that don't have anything to do with graphics and the general interface, that kind of thing, but just the game itself. So the idea is to have some additional options and the main one would be ... you've got a character who - currently you just create them and they're this outsider who doesn't really belong to the world at all, they might belong to the overall civilization that you've selected for them, but they don't meaningfully tie into that, they don't have a parent in that civilization, they don't have any friends in that civilization, they don't know anybody in that civilization - so one of the ideas for a mode of character generation would be a scenario-driven thing. There are downsides to that sort of stuff, like if you have a Q and A process like the Ultima games or even our own Liberal Crime Squad, the main downside to that I think is that it's a cumbersome way to create a character when you know the questions are just building stats and giving you items, so it just gets really annoying and you have to game the system just to get where you want to get, and it's the same every time. The key difference here is that it really can't be the same every time in Dwarf Fortress because the worlds are all different; it can picks two parent for you and say 'you were born to these two people and you're living in this kind of situation' and then it can have things arise based on just running world generation, just continue world gen from whatever point the game's at. So if goblins were attacking that village that would be the scenario event it throws at you, how do you deal with this? Depending on how old you are you might just be forced to run away, but there might be choices to make in any case. So it can give you a past in this way, and it will let you interact with it. Ideally you'd be presented with a situation and you'd either have some options for resolving that and then continuing to the next situation, or a little more difficult would be allowing you to jump into any situation that you wanted to, so if you were nineteen years old in some village as a farmer in the beginning and the goblins attacked, maybe you'd want to just jump in right there, and that's where you start playing. And at that point you certainly wouldn't have an accessibility problem in the sense of not knowing what to do, or at least having a situation that you'd be confronted with because there'd be something going on, and you'd also have your parents and friends and things; that's the main point, you'd have relationships to begin with, and you should be able to punch up a screen that says what's going on there, and if during the early scenarios you had a situation where your parents were killed by somebody or something then you'd have a Conan relationship screen or something, where it's like 'Thulsa Doom killed your mom' or whatever, and that can be something that drives your life if you want. That's the scenario situation, running through that, being able to break out when you want, or just finishing a number of them, and that would start from wherever your last game ended. The downside here is that if you're starting from that year and it takes a certain time to grow up, then whatever was going on in the world is going to be spent by twelve, thirteen, sixteen, twenty more years by the time you jump in. It's more difficult to retcon you into the world and start you where you want to start off but using past events. We've talked about that a bit before with the fake populations and saving their historical events and how you can use that to retcon things in, including your own character. So it's possible, but ...
Rainseeker: Well presumably you could choose from two different options.
Toady: Aside from the scenario stuff and the retconning and that kind of thing, there would also be, especially for people that kind of know what they're doing, but for anyone else as well - when we were talking about accessibility the scenario driven way would give you direction - but another way to do it would be a role playing mode where you can create your character on the spot as an outsider, or just say 'I'm this guy's kid' just picking off the legends screen, that would be fine too. Then you could set everything about yourself, absolutely everything about yourself, and just start playing at the year that everything left off, as if you'd just popped into existence, or had a past, or whatever you want to set up, just to get you in with minimal difficulty without worrying about the retconning problems, get you in there at the right year, if you wanted to continue right where you left off. Another way to do that would be to just say 'I want to play an existing person in the world' and you just go down the legends list and pick someone. That would require something like a world generation parameter I think, because that's one of those things where you'd be tempted to deal with certain problems ... there are people who complain about being tempted to spoil their games. So if the goblins have been attacking you, you could be 'Well I'll be the goblin king and I'll jump into that volcano!' So that would be one of those world gen options most likely, like 'only allow you to jump into people that don't have entity positions/only allow you to jump into people of the good races/allow you to do anything/disallow you to do it at all'; I think that would resolve those issues, for any of the scenario or roleplaying type modes. There's also the notion - it goes to accessibility but difficulty more - so when you have skill points that you assign, or in the scenarios in terms of how much your character's learning or what kind of background they have, there's this notion of the different kinds of heroes that there are in myths and so on, since we're trying to generate and recreate those stories it's important to get at that. Three general options would be, firstly 'Well, I want my character to be a demigod' like Hercules, it could go into the human pantheons and you'd be like 'Zeus is my dad', and then that character would be exceptional, and you wouldn't have to worry as much about a wolf killing you or something, and you might have gods giving you gifts or cursing you; you'd have an epic life no matter what, you'd have no choice in the matter. Then there's also the middle option which would be a heroic character, which is similar to what we have now where you can start out as a really talented swordsman, someone who's like Batman who's exceptional but not supernatural necessarily, so you can really jam your numbers up or have an exceptional life in terms of your parents or whatever. Then there's the third mode which would be a normal mode, or an 'unlikely hero' mode instead of a hero mode, where you start off as a person who has skills per their scenario or if you're roleplaying you wouldn't add that much stuff to yourself, and that would be suited for the games where people just want to make their own way in the world, or create their little log cabin in the woods and hunt things, or become a bandit, any of those kind of games where they don't really care how survivable their character is if they ran into a goblin tower or something. It runs a bit against all the roleplaying games I've played since Legend of Zelda, where all the numbers and things increase, and the adversaries increase, and the areas that open up increase, and it's all matching larger and larger numbers against each other, and it's becoming less of an option in Dwarf Fortress just because of how the thing is set up, so you can't really run it that way. So it might be weird to start as a powerful character and stay a powerful character but it's really more about the story than the power levelling type of increase, although there are elements of that when your skills improve, and you occasionally find better equipment, although it's nothing the loot-driven systems. There are going to be issues here to tackle, repeatedly, we can't really see everything that's going to happen when you strike out on a new mode of thinking about how an RPG might work. I'm not saying this is the first time anything like this has been done, but I certainly don't know how to handle it myself. It should be interesting to see where this leads. I think when you've got that setup where your character starts and they have as much backstory as you want them to have, then you'll have more direction. You need a little bit of a push maybe and there's more that needs to be done with social interactions and so on when you talk to people, when you talk to like those meeting hall guys that tell you to go off and kill a goblin or kill a dragon should probably not cynically toss you away, especially if you look like you're worth anything, and they should probably just send you with a guy to prove yourself against some kobolds that are out on patrol rather than sending you on suicide missions and then when you get back, they're like 'Oh that was cool'; they don't really care.