Some comments on the future plans:
It all sounds awesome. It seems as if the game is moving toward some kind of RTS layer where you don't play in your own "tile" of the fortress, but also go out and use and play with the whole generated world and have an impact on it.
During the last developments I read some critics on a forum that I also agree with. Here's the relevant parts:
quote:
The only part of the game that is really well developed is the first few bits IMO. After you figure out farming, and making enough food/drink along with producing basic items there isn't much more to do in the game.It seems after at this point the gameplay sort of falls apart and doesn't make any sense. You have lots of items you can make but most of them are utterly pointless, and then you have nobles who just seem designed to annoy. The more I play the more I feel it's not about dwarves at all. I feel more like a mountain eating monster who's trying to keep my virus (the dwarves) satiated. If I had to image a dwarf city game it would be much different than DF.
I would really change quite a bit. I just don't get a sense of adventure out of the game and I find most of the gameplay very bland once you figure it out. There is no back and forth elements really. You don't have to adjust anything once you figure things out.
Take collapses for example, the only real rule is you can't dig larger than 6x6. Pretty boring once you figure it out (or read it in the wiki), I'd rather have it determined much more complexly so when you are digging out your fortress you end up being forced to create unique designs based on your environment. Just an example certain elements could support more space, others less. Perhaps that's too hard to code or whatever, but the way it is now it has no gameplay involved.
I just ultimately see lots of things in DF still being at the gimmick stage, but I do hope it changes.
I've been checking the development log regularly and I haven't seen anything that yet that makes me excited. I just wish they'd add/develop the big gameplay features first instead of what seems like a never ending stream of minutia.
I think there's some constructive criticism in there. I like a lot the detail of the game but I agree that it has somewhat a bland role in the structure of the game.
I think this new layer about migrants and armies could be used not just to add more "minutia" but also to provide goals to the players. It's fun playing in a sandbox but I think it would be even more fun to set more clearly a number of goals along the way. Some more "game-y" stuff that keeps the player hooked and motivated.
In fewer words: well defined goals (and rewards). Well spread through the whole game cycle. So an attempt to unify the freeform sandbox with more directed play (that should then variable depending on the generated elements and different ways to complete goals).
And also more truly freeform, reactive organization, instead of just having to figure out the "ideal" order to build and manage things as they were thought by the game designer.
[ January 31, 2007: Message edited by: Abalieno ]