dwarf fortress is a game, but also a great tool for generating stories. The simulation gives you input, and from this you draw connections between character, object, events.
however, playing for too long will make you look at other games in the same way. Tools for story generation. The gameplay, or challenge, or skinner-box impulsiveness merely exists to convince you of the worthiness of the stories generated. Look at the most popular shooters, refined after thirty years to reward perfect aim, positioning, and tactical awareness. What story is being told here? That of the exceptional individual, overcoming environment and foe with gunpowder and metal. Very cowboy, very 'murica, and very popular. The story is easy to fall into, here, so much so that it is invisible to most players.
But, returning to DF, and this is where DF stands out: the story is not forced on you. there is no specific narrative, really, beyond maybe the goblin sieges or regularity of were-creature ambushes. It is entirely up to the player to bring connections into the simulation, make these data points feel real, or alive.
This lack of handholding is absolutely central to enjoying this game. This notion of inner creative impulse to tell stories, is also important. Could someone really enjoy DF as a mere game, these days? Someone not interested in storytelling, in roleplay, only interested in the material occurrences within the simulation. They would get bored, tired of the same-y ness inherent in having 100 different kinds of stone that all perform almost identically.
But when you are able to write about that stone, wrap it in narrative, that's when it gets good. perhaps the rich red color of bauxite is something your dwarves idealize, it reminds them of a dragon's blood, and choose to build all furniture from this stone. Then, that rather unimportant difference in the game is suddenly VERY important to the player.
I keep ranting about this shit and I refuse to stop. DF is meaningful to many game devs for a reason! The more game that allow the player freedom to associate with objects in a non-materialist way, the closer we are to meaningful and art-ful games.