com⋅pen⋅di⋅um
1. a brief treatment or account of a subject, esp. an extensive subject; concise treatise: a compendium of medicine.
2. a summary, epitome, or abridgment.
Encouraging Beginners to Dig Deeper:Recently, I've been toying around with the idea of creating a website that features brief 'Getting Started' guides for the various modes of Dwarf Fortress. I was inspired by how many publishers of tabletop role-playing games distribute a Quick Start or Beginners Guide containing abridged rules wrapped up in a nice elegant package to entice potential customers into checking out their products. While the DF community is already up to its patchy neckbeard in great tutorials and guides, I get the feeling they are still sometimes hard for the uninitiated to digest. I hope to alleviate that a bit.
I'd like to create an elegant package that not only helps new players over that first hurdle but then entices them to
dig deeper into the knowledge base and hopefully become a long time player of Dwarf Fortress. Some features I have been mulling over for the Dwarf Fortress Compendium:
- ASCII/Tileset Support: The instructional images displayed within the guides could be cycled between ASCII or Mayday's tileset on the fly. Helpful for both camps in that they can learn the various graphic symbols for both versions.
- PDF/HTML Versions: It'd be nice to have alternate versions of the guides that can either be downloaded to your computer or printed out.
- Multiple Language Support: I'd like to keep the guides simple and concise enough that if someone was interested in translating them into another language it wouldn't take them thirty years to do so.
- Flavor Text and Images: I'd like to keep it interesting by inserting Dwarf Fortress inspired artwork and flavor text here and there.
- Pre-generated World and Samples: Hosting the world, starter embark profiles, and saved games isn't necessary but would help get people into the game quicker. Offering saved games would be cool because then the player could start exactly where the guide is at.
The hardest part will be writing the content in a way that will only brush the surface of the simulation and leave room for inquiry. My intention with these guides is to try and pull in those that are on the fence, give them enough useful information that they can competently navigate and play the game, then leave them to explore the game, the wiki, and other guides. You know, hooking them and encouraging them to
dig deeper.
The website:
http://www.dfcompendium.com/This project is still in an infant stage, though I am pleased with how it is turning out visually. I've been meaning to mess around with websites for awhile and figure this is as good an opportunity as any to experiment with one. So far I've managed to hack together an earlier layout that is similar to the one above using CSS; I am just learning as I go and browsing places like
CSS Zen Garden for inspiration. Standing back and looking at what I'd like to accomplish this is going to be pretty ambitious based on content, but probably not so much from a technical standpoint, mainly because I don't plan on this website being interactive or anything.
I am open to comments, suggestions, critiques or whatever. For now I am not in any hurry with this project, it's just a cool little thing to do that could turn into something even cooler.
This could also evolve into discussion on how to better ease newcomers into the game, though maybe I am in a minority that thinks the wiki and many guides, while helpful, can be just as overwhelming as the game.