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Author Topic: What makes a story great?  (Read 3697 times)

Kagus

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What makes a story great?
« on: March 21, 2010, 03:51:37 pm »

Down through the ages of Dwarf Fortress, we've had our fair share of tales and yarns, about grand fortresses and mighty adventurers, of ancient beasts and perilous wastelands, of internal strife and the fires of revolution...

But what is it about a story that makes it stand out above the rest?  What special ingredient makes one particular saga turn into an epic that is revered by the masses?

The answer is, quite simply, staring us in the face.  "Losing is Fun"


We like conflict.  Grave danger.  Suspense, the race against time, a looming threat...  These are all things that pull us in.  We'd much rather read about a settlement hanging on by a thread as it teeters on the brink of a total collapse than a mighty castle that turns all threats into so much red mist, just as we'd rather read about an adventurer surviving against all odds than some multi-shield champion who can steamroll dragons like groundhogs.


These days, it's become far more common to create our own danger, as the world isn't particularly threatening anymore.  Even the most daunting of external threats can easily be dealt with by using a small contingent of marskdwarves.

And gone are the days of massive fortress-ending catastrophes resulting from within, as we now know all the little quirks and details of the world around us.  We are provided with detailed instructions for numerous methods of handling every problem from starvation to rogue elephants, thanks to the fantastic database of information we've built up over time.

Gone are the days of experimentation, as we know exactly what will happen, when it will happen, and what form it will take when it happens.  No more surprise floodings from the undeground river, no more u-bend cataclysms, no more traders getting snatched up by traps...  Everything's fixed, noted down, or planned for.


By now you might be asking why exactly I'm going on about this...  Well, it's quite simple really.  A little agreement that I think it would be nice for some of us to enter into.


I propose that a certain number of players put down their names now, so that when the next version comes out, we will all enter into a succession game.

The catch?  We will not play the new version before our turn on the succession game.  We will enter into service with fresh minds, as-yet-untainted by experience with the complex workings of the new incarnation.  We will not research the new version beyond reading what the players of the succession game have encountered.  We will be inexperienced, ignorant, and set up for being blindsided by whatever new threats, thrills, and bugs are introduced in the new version.

And we will record all of it.


Through our successes, our shortcomings, and our utter and hilarious failures, we will not only give ourselves a badge of honor and experience in regards to the new version, we will also serve as the pioneers of the new version, with our accounts serving as warning and instruction for those who take up the pickax after us.

And, I'm almost certain, our hardships and bumblings will forge a fortress that will enter into its rightful place among the epics of the dwarven struggle.



The Pioneers:
                               
  • Kagus
  • Barbarossa, the Seal God
  • Jordrake
  • SethCreiyd
  • Cheddarius
  • Grimlocke
  • LordSlowpoke
  • Paulus Fahlstrom
  • Katsuun
  • Eztuzt
  • Deadbeard

Heron TSG

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Re: What makes a story great?
« Reply #1 on: March 21, 2010, 03:59:52 pm »

I'll take a turn in the coming slaughter.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Aqizzar

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Re: What makes a story great?
« Reply #2 on: March 21, 2010, 04:17:56 pm »

I think it's more than a little unrealistic to hope people will not touch the new version until their turn comes around in a Succession game.  I mean, that weeks or months at the rate these things go, especially if the whole point is people learning how to play all over again.

For that matter, I think Toady has made it clear that most of the gameplay itself shouldn't be that different.  The new military system is supposed to be a bear, but it's still 3D Dwarf Fortress.  Hopefully, the endless caverns with spawning creatures and animalman tribes will provide new dangers and surprises.

Don't get me wrong, I think it's a cool and idea and I'll read if not actually sign up.  But you can't expect anybody to stay a revamped-virgin for longer than a week or so.
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Kagus

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Re: What makes a story great?
« Reply #3 on: March 21, 2010, 05:38:42 pm »

No, no, I'm aware of that...  I do realize that it will take an insane amount of willpower to refrain from rushing forth into the unknown and getting "acquainted" with all the new toys, but I feel it's just about the only way to really keep things on-edge and uncertain.  We shouldn't have to make up new trials for our fortresses, they should come naturally from our own ineptitude and the world's desire to rid us from it.

I don't expect many people will be willing to sacrifice that rush, but that just means the ones who do will be all the more appreciated.


Speaking of trials, I do believe the new version will have its fair share.  Remember that we'll have new and interesting venoms, health care (and all that entails/entrails), randomized nasties, and somewhat-nerfed ranged weapons, along with the new underground features like you mentioned.

...not to mention whatever "undocumented features" might find their way into the early releases.  I daresay that one of the most important parts of DF's history is the vast amount of bugs it has suffered from, and there's no telling what might be in store for us this time.


And Barbarossa, welcome aboard.  Good to have you.

Jordrake

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Re: What makes a story great?
« Reply #4 on: March 21, 2010, 07:06:30 pm »

I'll join. This sounds like a noble mission and I'd be happy to take part.
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Kagus

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Re: What makes a story great?
« Reply #5 on: March 21, 2010, 07:29:36 pm »

Superb!  This looks to have been a more agreeable idea than I first thought...  Welcome to the team, Jordrake.


I suppose I should put up a list of the volunteers...  This will only be temporary, we'll iron things out as we go.  Turn order will probably be taken up when we're setting it all in place.

Heron TSG

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Re: What makes a story great?
« Reply #6 on: March 21, 2010, 07:36:43 pm »

I don't mind waiting 2 or 3 weeks.

I've waited 50+, why not a few more?  ::)
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

SethCreiyd

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Re: What makes a story great?
« Reply #7 on: March 21, 2010, 07:40:10 pm »

Sign me up, please.  I'd be honored to take part in this grand misadventure.
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Cheddarius

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Re: What makes a story great?
« Reply #8 on: March 21, 2010, 07:47:00 pm »

I think that I will join, if you don't mind me being very unreliable on this particular game. There is probably a good chance that something will happen.

In any case, I think I'd be a good candidate, even if I do play the new version. Heck, I fail at the old version. I started my second real fortress (meaning my second fortress that didn't die of starvation from me forgetting to bring ore or not knowing how to farm or something) a few days ago, and I'm getting owned. My kitchen is really messed up because my alky dwarves keep stealing the booze my cook is trying to make meals from, ambushes are slaughtering my dwarves all the time (lost my best woodcutter), and general chaos is happening (some miner starved, no idea why).
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Grimlocke

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Re: What makes a story great?
« Reply #9 on: March 21, 2010, 07:48:54 pm »

This sounds like awesome, and thats allways fun to be part of.

Sing me up, but when the time rolls around, dont let it all drag on and out. I dont think ill be able to wait all that long ;D
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Kagus

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Re: What makes a story great?
« Reply #10 on: March 21, 2010, 07:54:41 pm »

More lambs to the slaughter, excellent!

And no sweat on the unreliability part, Cheddarius, although I'd still frown on playing the new version before your turn (merely as a matter of principle).  Remember, the worst thing that could happen is that everyone gets slaughtered, in which case we get to send out a new-and-improved reclaim party.

Cheddarius

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Re: What makes a story great?
« Reply #11 on: March 21, 2010, 08:24:16 pm »

Sure, I don't play that much DF so it shouldn't be that difficult.
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Heron TSG

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Re: What makes a story great?
« Reply #12 on: March 22, 2010, 08:41:38 pm »

With my 'mad' skills at Dwarf Fortress, we're in no danger of having a safe trip.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

LordSlowpoke

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Re: What makes a story great?
« Reply #13 on: March 23, 2010, 09:30:16 am »

Count me in, my madskills are more mad than Barbarossa's.
And yes, that's a challenge.
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Paulus Fahlstrom

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Re: What makes a story great?
« Reply #14 on: March 23, 2010, 05:51:40 pm »

Assuming I'm available whenever my turn comes up, toss me up there as well. I'm still working on another story/community fortress and will be ok without testing the new things for a long while.
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