You skipped over my question about goblin drinking/eating.
Quite possibly because it's far from new; and generally, the people who seem to bring it up don't seem to have a good argument. As one tiny example, here's some of the explanation I went into when we went over this in
2014 and in
2015There are four more-or-less solid and one fuzzy arguments in favor of the current situation (goblins that only die due to damage, basically) that have been mentioned several times; to summarize heavily:
* Having a race that only dies by violence (no starvation, no old age) gives the possibility of fascinatingly different societies not possible in our universe, and extends the viability of some that are technically possible but unlikely and/or unstable. This both provides variety, and opens up the "state space" that DF can generate stories in.
* Having a "bad guy" race that is capable of thriving in dark wastelands, blasted areas, and so on is thematically useful; many fantasy genres have these sorts of situations. (In many cases, they simply ignore the logistics of it, but DF forces you to be explicit about such things.)
* Having a "bad guy" race that is not limited by traditional logistics is useful from a gameplay perspective, in that it allows a wider variety of strategic interactions. Sieges on glaciers, armies marching under the glare of hostile volcanoes, dark fortresses that hold out even against millennia of encirclement, and seemingly endless waves of foes in situations where the defenders are barely able to hold on; all of these are increased options for fun *in addition* to the sorts of fun one can have against realistic human and mostly-realistic humanoid foes.
* Eventually, the procedural generation of species, worlds, civilizations, mythologies, etc. will throw out some seriously weird and nifty results. Having the "canned" races that we poke around with in the early days of alpha testing (ie, now) include some unusual combinations with strong strategic and grand-strategic implications increases the chances that the underlying engine being developed will be able to handle even more exotic situations down the road, when we might end up with Fantasia-like seasonally-empowered faeries going to war against mushroom men from the depths, or whatever.
* More philosophically, they are that way because that's the way they are in the "default" setting... the authors (Toady and Threetoe) have created their personal variations of various fantasy classic races and settings, and those traits (such as cannibalistic elves, plentiful magma held in by impossible materials, and goblins not dependent on a baggage train) are part of what you get. The default, existing, "traditional" setting for DF is a fair ways up the level-of-fantasy / level-of-magic scale; people tend to underestimate that because the majority of the worked-out parts they come into regular contact with in the current early-alpha state tend to be semi-realistic.
The arguments against the current situation never seem to be very solid; the best I've heard are roughly as follows:
* It's not realistic. Admittedly, it isn't... but the counter here is that DF isn't realistic by default in a zillion other places, and why should this be different? If you're trying to generate a wide spectrum of fantasy worlds, having societies mostly limited to the sorts of things we have exhibited, or even *conceived of*, as humans seems to be terribly limiting.
* Changing goblins to be a lot more boring doesn't actively break the game most of the time. OK; there are a lot of changes you can make to DF that reduce the variety and wonder of the worlds and situations that it can create, that don't break it (much). This is one of them; that doesn't mean it's a good idea in the general case.
Looking ahead, DF will have one or more likely several "dials" that allow adjustment of how "fantastic" the setting is. People arguing against the current standard goblins seem to largely want those settings fairly low; there's nothing wrong with that, but "mostly realistic" universes are a tiny subset of the interesting universes that DF can, and particularly will be able to, create. If you personally don't like them, in the future you will be able to easily adjust the "fantasy" level; for now, a few trivial text file adjustments or using a mod will get them out of your way. But it's important for the future scope of DF for the stock setting today to cover some weird stuff, so that the engine we're gradually helping test is robust against the greater weirdness of the future.