As the game stands right now, and I'm sure more will be added to it in the future, Dwarf Fortress isn't so much of a hard game as it is a fantasy version of Sim City. I suppose if that's your thing, that's fantastic, but the problem I'm facing is that the game isn't really hard at all and the basic challenges, at least as I see it, are:
1. Figuring out how to survive the first Winter, which is something that a lot of people have trouble with when they first start playing and assume the rest of the game is difficult because of it.
2. Surviving invasions.
Once you figure out how to do the first, reliably, about 90% of the difficult in the Dwarf Fortress mode goes straight out the door to never be seen again.
The latter is really only difficult if you deliberately choose to handicap yourself by meeting every invasion with your standing military. With some generic use of the traps provided in the game, or perhaps imaginative use of the water, lava or a combination of both, there goes the only other thing you have to worry about.
If you believe that Dwarf Fortress is hard enough as it now, or that the proper difficulty should come from self-sabotage at the embarking screen or through choices later on, fair enough, I guess this thread isn't for you but you're welcome to chime in. For the rest of you, how about we come up with some ways to make the game harder - not mind crushingly hard, just harder.
I'll offer these suggestions:
1. Disease - I don't think it's enough just to see your dwarves get sick every once in a while, but I think a novel way to increase difficulty would be to make it so that constant exposure to miasma has a chance at spreading some sort of deadly and crippling pestilence throughout the fort.
Of course, this could only really happen once the cleaning and hauling issues of the existing versions are sorted out. Maybe a way to designate an area as the 'quarantine' zone would prevent this from getting too horrible, with a decent chance of the ill dying, a decent chance of them maybe getting crippled, which could be reflected in the loss of skill and stats or potentially limbs from something like becoming lepers and a small chance of total recovery.
Blights.
Here's one that could easily be implemented. How about, very randomly and with only a tiny chance of it happening per season, the dwarven farmland becomes completely barren and nothing at all will grow for the duration of the season. The upside being that this wouldn't happen too often, but when it did happen it would throw a happy spanner of diffficulty into the works as your wards have to make due with slaughtering their livestock and trying to avoid starvation.
It would also give an incentive for people to overproduce food in case of an emergency, which is something that pretty much happens already since a few decently skilled growers can feed 200 dwarves on a tiny amount of land.
Evil Dwarves - Maybe make a random chance of a dwarf, when he shows up at the fortress, go totally bad and start to sabotage your work from the inside. Really, make it maybe a 1/300 chance, and let that trigger only kick in once the sherrif arrives on scene. The evil dwarf will occasionally participate in murder, destroying property and what not - to put a novel twist on this idea, when something bad happens because of an 'evil' dwarf, maybe you shouldn't be notified of it for a minute or two so that the dwarf would have a chance to flee and be undetected.
As overlord of the fortress, you'll have to watch carefully to see if any terrible crimes are in the process of happening and it will be up to you to tag the dwarf with 'accuse' or something of the sort where they get hauled off to prison then executed. And you'd have to choose well, because you might not get the right guy.
These are just a few ideas to make things harder. Contribute your own ideas, but nothing too complicated for Toady to implement.
[ November 09, 2006: Message edited by: Pesty13480 ]