I was writing this as a reply on the Eurogamer thread, but then I considered it was going too off-topic.
quote:
Originally posted by Toady One:
<STRONG>There's only so much you can do in-game right now, so I won't be surprised if people start getting fatigued, like they do with any game, but if word continues to circulate around at least potential players will know where to go when they want to check back for an update, since we'll still be here.</STRONG>
Prioritize!
- Specialized stockpiles
- Prioritize jobs
- Better hunter AI
- Combat log
- Fire
- A way to refuse immigrants you don't want
Oh, I know you absolutely hate people that tell you what to do
My opinion is that you are getting attention because you created a truly unique, addicting game with a lot of depth. If this game was just about the more classic rogue-like experience (the adventure mode) I don't think many of us would have known about it. So it's not where I think the "worth" is. It is surely an interesting addition, but not the one that was *decisive* for its relative success.
The "legendary item" you crafted (after being possessed by a fey spirit and risked going mad) is "dwarf fortress".
As a player, I keep refreshing the dev page every day and different times a day. Honestly I'm not much interested about what you add to the adventure game because that's not something that adds depth to the game I love and that I want to follow and see growing. While I dig every detail that goes to affect the "dwarf fortress" mode. And I also have to say that I'm not even so thrilled knowing you are going to work on a human and kobold or goblin city-building mode similar to the dwarf one but that at the end will divert the attentionfrom the dwarf fortress. It's a shift of focus (adds variation, but not depth).
If you add "depth" people will stay addicted. If you add "polish" new players more likely will stick with the game.
If instead you add or expand alternative modes you don't add an incremental value and disperse what makes this game great. At least if what you add doesn't go to influence and intersect with the other modes (which is always great).
There was recently a speech from Rob Pardo (working on World of Warcraft) where he talks about "concentrated coolness". It's off-topic here, but it's basically what I'm saying.
So I know you hate this kind of pressure and that you'll decide what you want, and that's great. But I also think that you now have a "fandom" now that is waiting for more
You have so much planned for this game that it's a shame to see it moved too far in the future. Considering your programming time as a limited resource you should understand in which direction I'm tugging your sleeve.
My wish as a player is that you specialize and work more on the "dwarf fortress" mode, because it has a huge potential still to deliver. The more you polish and add depth, the more the value of this game increases. I also think that it's that part that got you the attention (unique gameplay, personalized building style, "graphic" game without much text to really "read", possibility to export maps to share/show with friends, incredible depth and design consistence and so on..)
It's great EXACTLY because it doesn't feel like a rogue-like.
While working on the sidetracks (adventure mode, other city-building modes, etc..) surely adds breadth to the game world, but doesn't directly add to the value that made this game draw so much attention.