youre not anonymous. youre in someone else's house. act like it. you're playing with toys that they built, in their generousity, to ammuse you. the toys would still have been built if you personally hadnt been fawning over them.
I can't speak for the original poster, but personally I just want DF to be the most it can be. If some way could be found for Toady to be comfortable with having other people design, implement and iterate the interface while he continues improving the actual game mechanics, that would seem to me to be a win-win scenario both for him and for us - the game would improve faster, more users would be attracted to a DF with a better interface, more donations would likely be the result and make Toady's financial situation more secure, and DFs future more secure as a result.
Sure, there are many obvious problems with the plans discussed here, but I think the intentions are good. I don't think there's a widespread sense of entitlement in this community, I know personally I'm just worried that the grand vision will eventually come to nothing for whatever reason - DF is just too cool not to exist.
At any rate, discussing possible scenarious and approaches doesn't hurt.
Pro-Tip: discussing the interface is utterly and absolutely pointless at this point in time.
Toady knows it sucks, Toady intends to fix it. Wait until he does, wait until he's done, THEN complain about the result so he can improve it.
I disagree - right now is the *perfect* time to discuss what we want and hope for, and to toss around ideas and suggestions. I'm sure Toady has his own plans and thoughts on the matter, and he'll do what he wants to do regardless of what we write here, but at least there's a
possibility we can give him some good ideas before he starts rewriting the entire interface. When the whole thing is finished and released, well, THAT'S when it'd be too late to suggest fundamental and radical changes like the stuff in this thread.
Actually, that problem already happens to an extent. Some people like playing the game with mods, and quite a few people will only play with tilesets (which are effectively interface mods). Every now and then a new version comes along and breaks both mods and tilesets, and their dedicated users would most likely wait until those are fixed before playing again.
I'm certainly in that category. I absolutely cannot play the default ASCII tileset (I've tried, even after playing a fort or two with a graphical tileset and getting used to the game) and so I didn't try any of the new versions at all for over a week. So yeah, it already happens to an extent, and it's definately a real concern. Any server/client solution like the API stuff suggested in this thread should take these "logistic" concerns into account.
There are developers who constantly sacrifice their creativity, talent, and vision for mere money. We call them console developers. We all know how that goes, we all know what happens. They make money at the cost of their very souls.
In defense of my entire industry: we're not obsessed about money, we just want to continue making games.
If you work with a team of 100+ developers on a multimillion dollar project and it doesn't make a profit, well, you'll not be making games with your friends anymore. We love making games, and we quite often make the games we love. But since we're not living in Happy Sunny Candy Land, we have to turn a profit. Doesn't mean you have to make shitty games, nor it is an excuse for doing so - it's still possible to truly innovate - but accepting and conforming to the realities of the world, including the conventions of modern console games, doesn't make you a sell-out. Just like Toady wouldn't be a sell-out if he was forced by a lack of donations to prematurely start working on the interface in order to attract more users.
Making a subversive and innovative game is just the start; turning it successful and popular is the true measure of success, IMO. I think this thread is mostly just an attempt to in some small way help that happen.
(edit - typos)