Still, just turn that argument around - why should there be hostile creatures in this game at all? That's just forcing me to have military dwarves, and that's forcing me to play the game in the way that someone else envisioned. Hey, why should the new version have underground caverns? That's just forcing me to play with someone else's vision of an underground world with fantastic underground biodiversity.
That's the game Toady gave us.
Yes, that's exactly my point: Toady gave us a game which forces people to play in certain ways. For example, you have to train a military to not get killed by wild creatures or invaders. This military probably should have weapons and armor.
Toady made liquid mechanics such that you should really, really stop and double check everything before you start opening the floodgates, because the way liquid mechanics and your control over individual dwarves work, you will likely not be able to evacuate your fortress before the flood hits, and it will be extremely difficult to undo the damage after it has been done.
Heck, Toady made the game construct things in LIFO order, with a preference for standing on the left side of a construction. That forces you to consider what order you are going to build your walls in, and possibly use tricks to avoid dwarves walling themselves in.
Toady forces you to at least once muddy any tiles you are going to use for farming (with one exception), forcing you to use at least a little of the fluid system before your fortress really gets going.
Toady made this game have various aspects that you really have no choice but to react, because that's what games do. This suggestion forces you to use the things I want people to use because that is the only way that people will see a use for them. Forcing people to react to the game mechanics is not a bad thing - it is essentially required to make people even care that they exist. That's why I used those parts of the game that Toady gave us as examples - you can't possibly make a game that
doesn't force you to avoid negative consequences of careless actions without the game being little more than a physics simulator at best.
(I would also like to pre-empt any argument that it might somehow be OK for Toady to set up the game to force you to play a certain way, but that it is not OK for me to suggest ways that do the same thing - underground caverns are not "just the game Toady gave us", it was also the subject of the massive Underground Diversity thread that Toady took and ran with.)
My issue here is the idea of any society based on class, other than inherited (kings, nobility). What we look at as middle class, lower, etc are not clear distinctions IRL, but a generalization so we can analyze it after the fact. A relativistic comparison of wealth would more realistic as most micro economic decisions are based on "keeping up with the Jones'".
I remember once watching an episode of
Terry Jones's Medieval Lives where he was talking about the actual lifestyles of medieval peasants. In one part, he went talking about how much they were involved in learning Latin (so that they could argue in court to try to settle land disputes or who owned livestock that crossed farms in the middle of the night), and especially that the wife of the more important peasants in the village (since villages had to exercise some autonomy just by nature of being so distant from the lords, this was essentially the mayor) would have shelves constructed so that when you came into the house of the peasant, they would be immediately confronted with her ceramic jug collection, as a way of showing off (as Terry Pratchett put it,) "how nice and big her jugs were".
So yes, there is a desire, even in fairly impoverished times, to show that you are of at least a little higher standing than the other poor sods around you. Likewise, the artisans, tradesmen, guildsmen, and other higher-paid, often city-dwelling people would often be considered of a higher social standing, even if there was always a wall between them and those of noble birth, which this suggestion doesn't even attempt to challenge.
But that is what it is. And that is the basis for most fantasy based games.
So what? If other fantasy games jumped off a cliff, would we jump off a cliff too?
Dwarf Fortress shouldn't do things because other people did it that way, Dwarf Fortress should do whatever makes it a better game. This system is the simplest, most realistic and intuitive way to accomplish the goals that I set out to accomplish, which is to give a gradiated level of difficulty based upon the size of the fortress, re-invent the happiness system so that it is not so utterly ignorable, and give people the space for the many, many "creature comfort" suggestions that have been proliferating in the suggestions forum.
Whether that conforms to fantasy stereotypes or not is irrelevant. Whether or not that conforms to the notion that dwarves are actually Western-European Christian farmers in disguise or not is irrelevant. What matters is that it satisfies the goals that I believe (and apparently, at least some other people believe) need to be satisfied to make DF a better game.