Quirky things such as having a dwarf live without a spine for months.
I very much doubt that dwarves living without spines is intended behavior, and I'm quite confident that if Toady were simply offered the option of having it in or out of the game without having to spend time finding the bug, he would choose to have it out, and have spineless vertebrates die nearly instantly.
That's quite the hypothetical assumption. It was only an example so you kind of took it out of context. But as it has no direct relevance to this, I'll let it drop.
Another example would be the system that tracks every body component up to every last organ of creatures, real and imaginary. But that system, as complex as it is, is not often unrealistic.
If it's not even unrealistic, then it's not exactly a counterexample to "things have to pay for their lack of realism" ...
What are you talking about? First of all, that system isn't realistic at all. It just has
some basis in realism. The spine was just one example. I don't think a night creature that doesn't need to breath, is considered non living, and can teleport like a bogeyman is realistic. I don't think giant flying versions of smaller creatures are realistic, due to things like the weight those giant proportions would create. My point was that realism is still highly limited in practice. Second, I'm not even sure how to quantify your idea of "paying for lack of realism." I still don't know how you determine that in a game with so many unrealistic aspects.
Edit:
Oh. On further review, I see I made a double negative their by mistake. I made a cross between "not often realistic" and "often unrealistic" and came up with that. Sorry for the confusion if that caused any.
How do you even quantify that in a game that has so many things which would qualify as not realistic?
Quantifying it is indeed often difficult, and sometimes must be left to the subjective opinions of the programmer.
However, in a situation like this, where the benefits are zilch, it's quite easy to quantify:
(zero practical benefit) - (ANY amount less realistic) = negative change.
In your opinion it has zero value. In mine it does not, which I'll get into greater detail for below. This view you are describing of Dwarf Fortress does not fit with the actual game anyway. As I already said, there are plenty of things that add no supposed value (although this is relative) yet are unrealistic. The example KingMurdoc had of Black Bronze is exactly the sort of thing that isolates your entire view on this from the actual game.
like a better bronze alloy.
AKA steel?
You might think "Oh but the more choices you have, the more likely you are to have the metals you need for something good!"
1) This is less likely than you might think. If you increase the odds of alternative metals for alloys, you simply decrease the odds of things like iron, and don't actually make it much easier to get. It can be done, but it is quite difficult to balance properly, and if you don't, you just end up where you started.
2) Even if you succeed in making it easier to get steel-like quality metal, why is that good for gameplay? Making steel-quality alloys nearly universally available every game just makes the game easier and less interesting. I've tried it. And so have you, probably. Have you ever played with mineral scarcity = 100 or something? It's super boring.
Thanks for trying to make a preemptive argument for me, but you left out a lot to the point where it wouldn't have even been my argument anymore. It just becomes a massive straw man.
First of all, the goal isn't for it to be exactly like steel. It would just be a stronger than regular bronze. Ideally, it would be either somewhat weaker or somewhat stronger than steel depending on what you made with it. Probably weaker. And the potential to get said alloy would be nowhere near as common as steel. Remember that aluminum is still quite rare. Making it somewhat more common than platinum wouldn't necessarily and arguably shouldn't change the fact that aluminum should still be quite rare. Even if you end up with no iron, there is no guarantee you would get both copper and aluminum on the map. Heck, you would probably be more likely not to get aluminum at all. Finally, having aluminum bronze would make a bronze alloy with increased value, which could also be quite useful.
So to summarize, you have a stronger version of bronze if you can manage to get both aluminum and bronze on the map, which is by no means a guarantee. This new bronze alloy has DIFFERENT properties from steel, but is stronger than bronze and iron. Might possibly be a bit stronger than regular steel, of which there should also be more alloys for, depending on what you make. But then again, probably not. This aluminum bronze would also be a kind with greatly increased value due to the aluminum. (Although, aluminum's value should still be dropped below platinum). So as you can see, more alloys gives us more options, as well as more of a flavor on what we want to do. And unlike black bronze, this would actually be somewhat useful in a practical sense.