I'll just say I'm responding to Ghill's post since quoting it would take a lot of space. I don't really understand what the problem is with trees dropping more wood. It was your choice to make everything in your fortress a out of wood. Building things entirely underground is just as viable as it always was. I also guess I understand that there's some parts of the simulation that is definitely worse than the rest. What I was talking about was that there's not many games similar to Dwarf Fortress (as in building a city and designating jobs for specific people and fighting off invaders), and that of the ones that exist none of them have anything near DF's simulation of anything.
Your last paragraph seems kind of contradictory though. You say "DF's charm lies in it's ability to simulate a broader swath of many aspects of life, not because it does any aspect well", but then bring up the possibility of building things out of wood like it's a bad thing. That's just another aspect of life.
I think that there are plenty of things to like about Dwarf Fortress. Like how it has the most advanced injury simulation of any game I'm aware of, or that it generates a whole world with potentially hundreds of years of (maybe not perfectly simulated), but interesting history, or the process of building fortresses, or how you can become an adventurer and go out and talk to or kill every single person in that world. If you really like the unique aspects of dwarven culture (also, what did he do to remove fanatic materialism?) Then there are things you can easily do to make them more prominent. Like for example don't choose to make everything out of wood, or mod dwarves to be immune to alcohol (it'll probably be possible). Personally I think dwarves getting drunk just makes it more fun. It means you'll have dwarves getting drunk and start barfights. I think dwarves drinking alcohol and getting drunk all the time is much more fun than dwarves drinking alcohol and not getting drunk all the time.
If you're fine with the derail, I'm happy to keep discussing. It's always interesting to see what kinds of things people value in games.
I think part of the confusion with my post stems from taking different sentences in isolation instead of taking the statement as a whole. My point was that there have been lots of small decisions lately that have added up to my questioning whether Toady's direction with DF is still interesting or effective. DF's user experience is fairly horrible and its competitors fairly good if more specialized, so every change that alters the worldbuilding or makes parts of the game more difficult has a huge impact, where they wouldn't in a game that was better.
It's not that I dislike Dwarf Fortress. I wouldn't be here if I didn't like the game. It's that several recent changes are adding up, to me, to Toady not thinking changes through and I dislike
that. The alcohol change has huge potential knockon impacts and Toady has actually said that he hasn't yet made decisions or even really contemplated options about how to compensate for it (seriously, go read FotF), which is a huge problem. Design should really not be done while developing unless the coder loves migraines, rewrites and bugs.
Re: Trees
Prior to the tree rewrite, forts had a ton of stone and everything was made out of it. That's logical, since they were completely underground and stone was the most abundant resource, and matched the fantasy dwarf tropes Toady was going for. Since Toady removed a significant amount of stone generation via mining and added multi-tile trees, the most abundant resource is wood, no question. Cutting down one tree produces 30+ logs. So suddenly we have all this wood to manage and not enough stone to productively run a fort without strip mining. Toady was trying to solve a resource management problem (too much stone, not enough wood), but completely overcompensated in a way that damaged the worldbuilding for me. YMMV.
Re: Charm
World generation
is simulating a broader swath of life. That's what I was referring to with that phrase. DF's main unique feature is it's complex and dynamic world generation, we both agree on that. But I don't play DF to read Legends mode - Legends mode doesn't stand up to close examination on a political, social or cultural level, and is plain boring to read most of the time. This could be covered over by a better interface, but Toady is avowedly uninterested in making DF accessible.
There are hundreds of games where I can build forts (sim games), become an adventurer (RPGs), talk or kill people (RPGs, sim games, really every game). These are not unique or interesting features of DF. These are things that DF does do, but it's uniqueness lies in the fact that it does all of them at once rather than that it does any of them well.
Re: Injury simulation
Detailed, yes. Realistic or useful? Not really. It's a part of the game that doesn't really fit with any of the other parts, but was included because a simulation should include medicine. It's not easily accessible or interpretable, to a much greater degree than say mining, and is something that many DF players seem to simply skip.
I like DF, obviously, but there are a great many things about it that are fundamentally broken. Toady doesn't need to deliberately break functional systems, which so far is what the alcohol change sounds like.