Greets people. Believe it or not old Railick is going back to school. One of my first classes is sort of a refresher on using MS Office programs and writing papers. For the final project we had to make a 10 slide Power Point and write a 4 page paper. Below you will find the said 4 page paper which I wrote on Dwarf Fortress. (One of my slides for the power point recreates the final three way show down from The Good, The Bad, and The Ugly using Dwarf Fortress sprites. This in an effort to get my class mates to see what I see when I play Dwarf Fortress, that being an incredibly detailed scene that goes beyond simple graphics)
I post this below in the hopes that you will read it and if possible give me some constructive editing tips. Catch errors, give ideas ect. It is meant to be 1000 words long and in this case is just long enough to fit in 4 pages plus the Bibliography on its own page making 5. Let me know what you think! Thanks for taking the time to read and I apologize ahead of time for my horrible hack writing
Dwarf Fortress: Strike the Earth
Most people have something in their life that they are attracted to, something that other people may not totally understand. For some it may be a certain food that none of their friends enjoy eating, or a certain movie that no one else can stand. For some it is a computer game that is totally impenetrable and simultaneously extraordinarily rewarding. For some Dwarf Fortress is an unplayable mess, but to others it is a dream come true.
In 2008 Scott Munro wrote, “Everything in the game is made using ASCII, meaning it initially looks like a confusing mess of numbers and blocks. However, once your eyes stop watering and you dig a little deeper, you'll uncover a wonderful and absorbing game.” In 2007 Julian Murdoch wrote, “For an experienced player, Dwarf Fortress' visual shorthand and arcane inputs are straight out of The Matrix.” For many when they first see Dwarf Fortress in action they see exactly what Neo saw in The Matrix, unintelligible garbage. Once you learn what each symbol means Dwarf Fortress will open up into an amazingly detailed game the likes of which cannot be found anywhere else.
Dwarf Fortress is the creation, and the passion, of the Adams brothers. (Murdoch, 2007) Tarn and Zach Adams, at the age of 8 and 11 respectively, began writing games in 1987. Without the restrictions of corporate America to quash their creativity they created games which they enjoyed playing. According to Murdoch the brothers still spend three hours each night on the phone making up stories and figuring out how to make those stories come to life in Dwarf Fortress. Over the years Tarn, who programs Dwarf Fortress, has become known as Toady One, while Zach is known as Three Toe. (Adams, 2010)
Dwarf Fortress has been funded by a combination of the brother’s own money and money donated by fans. This is reflected in the donate button which can be found on the games home page. (Adams, 2010) The game has taken many forms as Tarn Adams learned to code, moving from a totally two dimension game world into a fully three dimensional one. Many changes have taken place over these versions and many new features have been added. All the features Tarn intends to add to his game in the future are tracked on bay12games.com for all the public to see. Along with this he keeps a public development log so his fans can see exactly what he is working on at any given time. (Adams, 2010)
There are several phases to playing Dwarf Fortress. When you first download the game from the creator’s website you have just that, the program. There is no world created yet and you cannot start playing until you tell Dwarf Fortress to create a new world for you. This is when one of the most impressive aspects of Dwarf Fortress takes place. From nothing the program will create an entire world just for you that will contain its own natural and cultural history. (Meeks, 2010)
The world creation begins by molding a world from scratch, creating land masses, mountains, rivers, and oceans. The default setting will create a world with thousands of tiles to be explored, but this is not where world generation ends. At this point several civilizations are created at random and their history is played out over the course of a thousand years. People with randomly generated names rise and fall, great monsters appear and destroy cities; civilizations go to war and destroy each other. (Meeks, 2010) This all takes place before your virtual foot ever steps into the world, and all this created history is waiting for you to discover at your leisure.
The end effect of world generation is that you have a planet full features and cultures that your adventures can take place in. Indeed one of the main modes of play is called adventure mode. This allows you to create an adventurer from scratch and explore the world as this person. (Gillen, 2006) Though the game itself is still in an Alpha stage this mode is rather playable, allowing you to trek across the entire planet and explore every cavern, city, and fortress. You can even go look at places you have created in Fortress mode, most likely finding whatever it was that destroyed your Fortress and caused it to be abandoned. (Harris, 2008)
Finally you can play in Fortress mode, and this is where the real meat of the game is found. You begin this mode by choosing a location in your world, a location where you will create a new life for your dwarves. This is known as the embark screen, and here you can find details about the land you are looking at. This allows you to see everything from geology information (which is very important to a dwarf) to political situations. If two local civilizations are at war you will be able to see that here. (Adams, 2010)
Once you have chosen the location for your new outpost you are also tasked with selecting the skills and starting equipment for the seven dwarves that you will take with you. From there it is up to you and the dwarves to make a new life at this location. The dwarves are totally autonomous and will go about their day without any guidance from you. They will eat, drink, and sleep as the mood strikes them. However if you want them to get anything useful done, you will have to wield the user interface to give them jobs.
Dwarf Fortress is only around thirty percent complete and as stated before is still in an alpha stage. (Harris, 2008) No one really knows if the game will ever be finished or if Tarn will simply continue to add features to the game until one day he tires of coding it and finds something else to do with this time. Until such a time his fans may continue to play, write about, and test the limits of Dwarf Fortress. At the same time Dwarf Fortress pushes them to their limits of imagination and ingenuity, driving players to come up with new and interesting ways to keep their drunken dwarves alive for another year.
Bibliography
Adams, T. (2010, May 16). Dwarf Fortress. Retrieved May 16, 2010, from Bay12Games:
http://www.bay12games.com/dwarves/Gillen, K. (2006, September 13). The State of Independence #5 . Retrieved May 16, 2010, from Eurogamer:
http://www.eurogamer.net/articles/a_independence5_pcHarris, J. (2008, February 27). Interview: The Making Of Dwarf Fortress. Retrieved May 16, 2010, from Gamasutra:
http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=1Meeks, E. (2010, May 11). Procedural Humanities - An Interview with Tarn Adams, Creator of Dwarf Fortress. Retrieved May 19, 2010, from HASTAC:
http://www.hastac.org/blogs/elijahmeeks/procedural-humanities-interview-tarn-adams-creator-dwarf-fortressMunro, S. (2008, May 23). WORTH PLAYING; Dwarf Fortress - PC Scott Munro's games round-up. Daily Record , p. 55.
Murdoch, J. (2007, July). Dwarf Fortress; All book, no cover. Games for Windows , p. 1.