What screws DF's fun factor?
Performance, accessibility and lack of a challenge curve seem to be the main points made here. Taking into account how people apply terms of praise or blame differently and do so in different tones,
I think there is near universal agreement on those main points, and most of the bickering is simply over how people are expressing those points individually, whereas actual content remains nearly the same.I'd like to address a different point entirely:
the formula player.All this remarkable randomized simulation needs a gameplay purpose, eventual or otherwise. The major gameplay purpose for robust simulation, as I see it, is to preclude the triumph of the formula player.
The formula player is the guy who sits his ass down and fiddles with enough shit in enough ways for enough time that he uncovers some rote sequence of actions that always beats the game's challenges dead, barring only the most peripheral elements of variance.
Once the formula is learned, the mystery and danger of the gameworld is utterly gone. It becomes like solving the same crossword puzzle over and over again. The player will lose the feeling of exploration and awe, and take meager refuge in the following:
-any randomized peripheral challenges that cannot be utterly planned for (such as combat)
-attempts to produce new challenges by self-crippling (which always feels somehow empty)
-focus on creative aspects of the game over the main challenge (often to excess!)
-mods, which are usually slapdash, quirky, and unbalanced (often in tedious ways)
None of these are -bad- things in their way, but when they're all that's left, the game will only be fired up when the player is in a certain "mood," which can occur as seldom as once a year, and then only for a few days' time. Frequent replayability in a general sense is dead. For a game dependent on donations, that's a problem.
Those who argue for hard-coded monster spawnings are missing the point--almost immediately the formula will be modified for these challenges, and the novelty will again be gone, requiring yet more antagonists that are disembodied from the proper game, without ever solving the complaint. Most of the ballyhooed challenges of 2D were only challenges due to errors in the interface or in dwarf AI. The elephants of Boatmurdered would have been a non-issue if forbid-on-death or stay-indoors were working properly.
DF's random simulation elements are a perfect means to upset and topple the formula player's supremacy. The key lies in their usage.
Simulation elements can be employed to require situational, fresh thinking from the player; yet it can also lead to a mechanical and joyless world that is essentially a long uneventful drizzle dotted by moments of extreme frustration and damnable tedium.Two representative examples (from the same company!) might help:
Master of Orion--
An absolutely brilliant game, almost infinitely replayable, that heavily requires situational thinking. Its random elements afforded -meaningfully- unique challenges with every play, and upset almost any imaginable formula. Varying racial personalities, goals and proclivities actually have a profound impact on how the player needs to react to the gameworld--an honorable militarist Psilon needs far different handling than a pacifistic technologist Psilon.
The randomness in the tech tree assures there can be no "one true path" of progress through the game, while the tree's redundancies always keep the player from feeling crippled or deprived.
Shifting alliances and diplomatic relations have a profound impact on one's game--making one different decision in one turn can cause a completely different outcome. The AI is extremely simplistic, but -feels- advanced due to the interdependence of so many factors.
While the races aren't balanced, it's hardly necessary as the best ones feel completely unique to play as or against--playing the Darloks or the Silicoids as you would play the Humans, for example, will lead to complete disaster. Playing as the same race versus two different sets of opponent races also packs on variety and unique situations. The creative aspect (ship design) is likewise inextricably tied to active and important use by the player in the gameworld, and is likewise situational and resistant to formulas.
The boring aspect of the game is building up one's planets and expanding, which coincidentally is easily reduced to a formula. Competing for space versus an opponent, however, is rarely boring!
Master of Magic--
Such a beautiful, expansive game, but ruined by its flaws. The AI is dumb, races are varied mostly by being mirrors of each other (or crippled/ boosted in tedious ways), and winning is supremely easy. Though the magic and experience systems are robust and imaginative, all one needs to do is gather a stack of experienced shooters with enchantments and one god-like hero--at that point you can seal up any wizard in the game just by marching your stack of supremacy up to his/her place of residence.
Why should you? Because the pacing is off. 90% of each turn is building new buildings in your cities, in the same order, over and over again. (Built smithy, build marketplace; built marketplace, build armory x however many cities you have), for the course of the entire game!
The opponent AI is worthless, as they declare war either instantly or after a short time, yet aren't a threat. Their armies wander aimless, hobo-like over your territory to no purpose, and the (admittedly cool) global enchantments are simply an annoyance. It's as I described above--a long uneventful drizzle dotted by frustrated wizard-sealing. This despite an extremely complex magic system that encourages creativity. The player takes refuge as aforementioned--fighting stock monster lairs, building up heroes, and experimenting with magic.
DF needs more of the good kind of simulation and randomness. The kind that allows for a meaningfully different experience on each playthrough, requires situational thinking, and above all punishes those smug and complacent formula players!
I don't -want- to be able to simply plop down the same building plan, train the same military, plan the same food/workshop system, and make the same preparations for the same challenges. It's too much like solving the same crossword puzzle again and again. Achieving supremacy in DF should require a meaningfully different path on every playthrough, grounded by the world's unique and volatile elements.
After a marksdwarf massacre of gobbos, I want to see them packing big and effective shields. After a failed siege due to a moat and walled-in entrance, I want to see a shovel brigade and mines, or evil pet critters that can burrow through walls. I want factions/religions and personalities to cause meaningful disturbances within the fort and between races, subject to limited (and situational) player response. I want the specific type of site/goods of a fort to attract specific critters (sentient and otherwise) from -outside- the 6x6 area. I want ambushers to suborn another civ's caravan, hide themselves within the wagons, and then be revealed well inside my triple redundant OCD fortifications.
These are all random musings, but the reason we bang on about this and can get testy is because we care about the game quite a lot. To me the main gameplay element missing (aside from the above technical concerns) is the ease the formula player has of dominating any map. Challenges to this rote gameplay should be logical and robust as opposed to arbitrary and disconnected (read: hardcoded random spawnings, arbitrary cripplings), but they should exist!