[x-posted with someone else] Wow, yeah. I like how this played out (is playing?) And good points all around.
It's a funny tension. On one hand, if you're going to bother to have actual food production be a part of the game, then of course it should be a meaningful thing beyond "slap down some farming zones and pay it no mind for the remainder of the fort's existence." At least, I dunno, require occasional fertilization or something?
On the other hand, this is Dwarf Fortress, not Sim Farm. Want to talk about boring games...*
Though, on another level, I have to say that there are times I really appreciate boredom. I don't know y'all, but IRL I'm not the kind of person who usually has the time and energy for a constant barrage of existential threats. I don't really want a game that requires that kind of attention because my life doesn't usually let me give things that kind of attention. Probably with this in mind, I always set up my fort so that turtling is an option.**
Though after that footnote...the boredom and stability can be its own challenge, maybe. Even in the old games, like Boatmurdered, if you read closely, they were very intentionally playing it like a role playing game and making decisions that made absolutely no sense from a strategy POV because it made a good story. This was not an incredibly hard game even then, I suspect. The players made it exciting themselves by taking these weird game mechanics and taking it as an inspiration to do crazy things. DF really is a game where you can make it be what you want. But you have to make it, mod it even if you've got that skillset (I don't.) Want to do BoatMurdered? Play like maniac, and insanity will ensue. Then read closely how it played out, and you've got a story that'll blow people's minds.
Heck, I play carefully and I have a few pretty good yarns, usually starting with a forgotten beast and ending with a massive tomb.
Increasing the pressure may spur creativity, but sometimes I think it could also stifle it. There's a reason most fantasy novelists don't write stories that accurately describe medieval life, because medieval life for most people was incredibly limited. You could spend your whole life working the same patch of land in the same little town...
Like a bunch of dorfs living in a hole in the ground, never venturing more than a few acres away from the entrance.
On another level, talking to my wife about this, had a little brainstorm.
Medieval life was boring because the pressure to survive required very strict patterns of behavior. Why do people spend 90% of their time shoveling dirt? Because the pressure to survive requires that. Threats don't always create creativity by themselves. Often they create boredom because you *have* to do the optimum thing to survive, or you die. And so keep doing the optimum thing until you die.
I do think that any game suffers from this, but I've seen it in DF a lot. Read the wiki, find solution, implement. Sometimes it takes some work, but it's doable, and if you ratchet up the pressure, you just get more and more routinized. Commercial games do this all the time. It's really disturbing when you notice yourself doing it. Carrots and sticks.
For real creativity, there needs to be an element of the unknown. The gap where you don't know what is going to happen frees you, under pressure, to explode into something incredible.
What DF lacks, I think, for some, is a sufficiently large unknown. Sieges are not that hard to figure out. Forgotten Beasts get closer, but even they can be routinized if you're sufficiently creative. That thing that shall not be named has been tamed, if you simply look up the appropriate board game. I do not know if any coded game, in the presence of the internet, will ever be able to overcome this shortcoming, but at least we may be able to play mindful of it.
Dude. That was a pretty cool thought process. Thanks, y'all, if only for that. Stuff like this is one reason I love this game.
* Actually, I think economics, in a big way, are a potential pressure source that isn't utilized much at all in DF. After the first few years, I can buy the entire trade caravan on goblin crap and manufactured rock crafts. Who on earth pays that much for clothing that was ripped off the mutilated corpse of a troll?
**And that said, if I ever had to turtle, I'd more likely quit out of boredom or frustration. Has anyone ever played a fort that was in turtle mode for very long? It sounds like a really perverse challenge fort. How long can you run an entirely internal operation where nothing happens but a pack of dorfs quietly going about their lives in relative peace and harmony? Hell with the dwarves, could you stay sane?