Yeah, no, I was joking. It definitely got put on some no-no lists in certain people’s minds, some of my friends who would definitely play it and love it otherwise, come on you stupid bastards you’ll like it just try it, included, but there were no real no-no lists.
You mean there are people who would have loved to play a game with torture-happy goblins, cannibal elves, detailed dismemberment physics, ASCII graphics and a vertical learning curve...
but B12's penchant for unethical engineering was what turned them off?
I think that is exactly the kind of players Dwarf Fortress does not need.
People who let moral qualms stop them from having fun would be needlessly toxic around here.
Can you imagine the kind of stink they'd raise about the Dwarven Child Care?
And the old (ca.2013) attempts to fireproof dwarves through gradual desensitization to magma?
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Granted, I'm an old player; I started playing DF in 2009 and kicked the habit in 2014, only playing sporadically since then.
So maybe I've missed some changes; maybe the Bay 12 community has grown softer and less psychopathic over the years.
But from what I've seen of the forums in early 2010s, the collective monstrousness of Dwarf Fortress players is what kept this forum so polite, chill and devoid of toxicity.
Any user's first contribution to this forum's R&D projects - or, failing that, the first fort that survives at least five years - functions as a rite of passage.
Success in those ventures requires you do things that, were you not a DF player, you would not have even contemplated.
A rite of passage, in turn, creates a tribal identity: a way to see Bay 12 as a unique collection of people, separate from those who merely
pretend to be villains.
All of us have gazed into the abyss, and saw the abyss wink back.