You're simply not convincing me this is something that would raise the enjoyment anyone gets out of the game.
There have been at least a few people here (as well as certainly a few on the IRC channel, where I've talked about this) who already said they would. I just don't think you grasp why.
You say that you want to make it so that nobody is forced to care. (Keep in mind that you can't say "it just means you don't get bonuses", as that's a lie, not getting a reward is the same as being directly punished for all intents and purposes.) If that is so, then it means that the system is ignorable, and many people on this thread have expressed that they would rather just ignore such a thing.
I don't know what you mean by this. You aren't "forced to care" in the sense that the difference wouldn't be earth-shatteringly significant; that doesn't mean it
wouldn't be significant.
I'm also not sure what you mean by "bonuses". Anything I've considered just has dwarves (and other intelligent creatures) specializing a bit more, or has more skills with greater links between them. This is no more about "bonuses" or "penalties" than the current skill system. It would work on similar principles; you do things, you get better at doing that thing. The difference is that the definition of "thing" is just a bit more granular. Yes, this makes it irritating if a dwarf who's made 1,000 cabinets but no coffers can't make a coffer to save his life, which is a drawback of having more granular skill sets in the first place. This is why people are suggesting hierarchical skills, or skill synergies; it would be
more fair than the current system. It makes sense for someone to specialize in cabinets if he's worked on those more than anything else, but it also makes sense for that experience to go towards making similar things, like other furniture of that material. This, in concept, is
more flexible than the system we have now, where skill levels never affect other skill levels no matter how related they could be said to be (spend your whole life in the current version of DF making metal furniture, toys, chains, weapons, jewelry, and studding objects with the stuff, and you still won't be any better at making armor out of it, which is silly; you should at least get
some sort of head start).
The key is, when you have more-specific yet related skills, is to make sure that they affect each other in a reasonable sense (using one skill should help you out with another skill to some degree, depending on how similar the skillset is), while still allowing for enough specialization to be realistic and flesh out the skills a bit.
You say that the reason we should care is that it "individualizes" dwarves. You say that measuring pupil sizes also individualize dwarves.
I never mentioned pupil sizes; you did. Yes, it's one of the more mundane examples, but the amount of work that goes into including that level of detail is extremely small considering the rest of what Toady's been doing. I'm honestly not sure I remember pupil size specifically being in the new raws/descriptions, but hey, if you can correct me on that, go ahead.
Here's why those answers don't satisfy the question: How often do you really measure a person by their iris size? Would you really consider two people unique and different if the only difference between those two people are slight differences in eye color or shape?
No, but that
will never be the case. Many of the differences between individuals are composed of minute details. Things like how deeply-set someone's eyes are, or how thin their lips are, or how splayed-out their ears are never will be the aesthetic measure of a person when taken individually (unless maybe we're talking political cartoon caricatures), but the amalgamation of them does.
For that matter, what about if two carpenters were basically the same, except that one had made more beds? These are just numbers, they aren't personality. This is exactly why I say that this "individualism" can be matched with a simple scorecard of what dwarves have constructed - it holds the same exact data, with the same impact on how people play.
Not necessarily, because a "scorecard" doesn't actually
do anything. Telling the player "this dwarf has made a billion beds!" doesn't mean much if he's not actually any better at it. You're right that it's "just numbers", but this is a video game.
Everything is numbers, so I'm not sure what you're trying to say by that. The point is that creatures being able to specialize in a relatively specific job is
interesting, and there's no reason to assume that it would be completely inconsequential
or force players to micromanage stuff more than they want to. A player could have a dwarf work exclusively on barrels his entire life and have some really damn good barrels at the expense of that dwarf doing other work quite as well, or he could have carpenters generalize more, such that he doesn't have to rely on individual specialists quite as much.
Also, there's the fact that some notion of interrelated skills (or the other things I mentioned above in this post, like skill hierarchies or what have you) is
going to be necessary, because Toady keeps adding skills and certainly isn't going to stop now. There are several new military skills in the upcoming version, for instance, and there will obviously be more civilian skills in the future, considering that not all planned professions even exist yet, like teaching or playing an instrument.
I think one thing that's tripping you up here is that distinguishing barrel-makers from cabinet-makers is not a new concept, it's just an expansion of the current one. Dwarves are already "specialized"; they already have different skills at different levels. The point is to add granularity to the system (or otherwise handle a greater set of skills) that makes it
work.
Rather than distinguishing dwaves by eye size or craft_barrel_count, there are about a hundred better ways to personalize dwarves. As it already stands, the single most readily apparent difference between any one dwarf and another is already their skill/occupation.
This is only a very, very, very broad distinction. It's not individualization at all, it's just categorization. Individualization is when Urist is Urist and cannot be confused for Bomrek, not just when carpenters are carpenters and can't be confused for farmers.
(It is the sole determinate of the color they have, which is the way of distinguishing one from another without cursoring over them.) Meanwhile, I am suggesting, as a potential alternative means of individualizing dwarves, that dwarves have preferred hobbies, sports, and means of decorating their homes, as well as potentially dividing them by social class. (Happy, Neek?)
Those are good too, and there's no reason why those can't exist. However, individualization should apply to the
skills a dwarf has, too; currently, in terms of skill, pretty much all Grand Master Masons are exactly the same. This simply isn't good enough for a fantasy world simulator, because we would never, ever have, say, a master swordsmith, because hey, he'd be just as good at making hammers and axes and flails and pikes. The concept of specialization occurs very often in fantasy fiction, especially with regards to characters who have supernatural or otherwise abnormally-high levels of skill. This is true of both military and civilian skills. Fantasy is full of people who are extraordinarily good at making or doing rather specific things.
If the only reason we should be wanting to go through making a set of sub-skills is to differentiate dwarves, I don't see this as being a particularly good way of doing it.
It's not. It's about differentiating them in
specific ways. There are many facets to a character, and different ones require different things in order for them to be considered characteristics of an individual and not just broad traits. Yeah, it's great and adds a lot of individual personality if a dwarf enjoys certain materials, colors, decorations, hobbies, and has other behavioral inclinations and preferences, but something's off-kilter if the only way you can describe his skills is by saying "Master Armorsmith". The skills a dwarf has calls for individualization, too, regardless of what happens with the other aspects of his personality, especially considering how important those skills are in defining a character from a social standpoint; it's wonderful to have more trivial/personal aspects of the guy fleshed out, but that's not always what matters, and often isn't. If I'm an Adventure Mode character, it's much more interesting to trek 500 miles to find a man who can forge the greatest and most legendary spear in all the land, and less if I just find a "legendary weaponsmith" who can create any type of weapon he feels like at that same level of skill, for the same reason why this is so often the case in fiction.
If the reason we should be coming up with ways to differentiate dwarves is because that is the way that Toady wants to go (and isn't the purpose of a Suggestion box/thread to suggest doing things that people AREN'T thinking of doing?) then I would think that the sheer fact that, unlike, say, farming improvements, where people agree more complexity is welcome, but disagree on implimentation, the sheer contentiousness over the very notion that this skill system should exist at all, much less what it should look like, would send Toady onto other means of achieving his desired effect.
We're actually throwing a lot of ideas around regarding skills, and what is necessary for them, and possible ideas of how to implement those things. I believe I've already described WHY it's necessary to do something, if only due to the current and future inflation of the skill set dwarves possess (which isn't going to just go away), and I honestly don't think that anything I've proposed is
that bad, if a bit vaguely explained.
Besides, a lot of things about this game are contentious, but popular opinion/controversy
isn't always right. You're not the guy designing the game here, and neither am I; we don't always know what will or won't work, or else we'd be the ones doing the design here. The fact is that we cannot positively know how good/bad such general suggestions are relative to how well Toady could guess that, and so much of it is up to the specific implementation that making broad statements like "these ideas are all horrible" or "these ideas are all amazing" just isn't a good idea most of the time.
Besides, I've seen plenty of cases during development of this version where people have gotten rather antsy about what they consider things that were bad for development while obviously not knowing very much about the design goals of the game, and even then, people tend to overreact a lot to ideas regarding change, especially if it hits a hot-button issue for them. And even if you don't like an idea, nobody's going to like every single thing about Dwarf Fortress, and some people not liking a feature doesn't even mean it's a bad one. DF is a niche product and will probably remain that way. I'm not saying that more people liking an idea is bad, or that accessibility is a terrible thing; I'm just trying to be realistic in saying that Dwarf Fortress isn't for everyone and never will be, and that, as a result of this and its stated design goals, there are going to be ideas that help push the game towards its ideal state despite a significant percentage of people disliking it. If Toady listened and followed through every single time people clamored about what they didn't like, we sure as hell wouldn't have things like appearance modifiers in the next version, which I can bet you right now far fewer people will be complaining about once it's actually out; in fact, I've barely heard any complaints at all lately, mostly just when that stuff was first announced.
You also might have to consider that maybe you're not as good as Toady at designing his game. Hell, I'm not either. None of us are. There are going to be times where the community, to some significant degree, is simply mistaken about whether or not something would be a good idea, especially since fans/users/players tend to be a lot more short-sighted than the developer himself, especially since the vast, vast majority of them
aren't developers, and none are the developer of this game. Yes, I'm including myself here; I could very well be wrong myself. Popularity of an idea is not a very good judge.