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Author Topic: Dwarf Fortress, is it really that complex?  (Read 8465 times)

Vercingetorix

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Re: Dwarf Fortress, is it really that complex?
« Reply #15 on: August 18, 2010, 12:54:31 pm »

Not really, but I think this is as much a product of its unfinished alpha state as anything...right now, there isn't a true economic system or anything that could add complexity to the production side.  You can basically build a batch of craftsdwarves' workshops, set them to rock crafts on repeat and buy out whole caravans in a couple years.  Since I'm more a fan of economic rather than military gameplay (i.e. I try to embark in locations with no goblins) that makes it pretty much a cakewalk once you get your food up and running.
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

sweitx

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Re: Dwarf Fortress, is it really that complex?
« Reply #16 on: August 18, 2010, 01:01:34 pm »

I just want complexity in social (not societal, mind you) interactions. -_-;

Can you describe the difference?

In one of your threads, (and I'm doing this from memory), you mentioned class warfare. I'd count that as societal. Conversely, social actions would be the individuals interacting with each other, leading to societal interactions.

Impute any mistakes in definition to the fact that I am not a native English speaker. ;D

Actually, I'm more interested in what or don't want than the difference between what you consider "social" or "societal". 

I'd like to see an example that demonstrates the complexity of the sierra games.  If two 10 year olds can play it and very successfully, then I don't really see what's so difficult about it.

Actually, the walkers are what really intrigued me.  Learning how the walkers really worked is what took me the longest time to figure out, and upon recognizing it, forced me to seriously reconsider how to design my roads, since I would often do stupid things like, say, have roads that end or use roadblocks that don't loop around corners because I didn't understand how walkers reacted to them. 

Even if it was a silly and arbatrary mechanic that confused many people, I really liked the way that they worked once I deduced it, since it could be used to create some really elegant solutions to the problems, and made me totally rebuild my cities from the perspective of making loops that were the right length so that I could ensure maximum coverage.

I really don't like the walker mechanics.  It just add an arbitrary puzzle to a city building game.
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Beeskee

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Re: Dwarf Fortress, is it really that complex?
« Reply #17 on: August 18, 2010, 01:33:28 pm »

Heh, I still have Pharaoh installed, and even play it occasionally. The way the walkers work bothers me a little since my cities end up looking alike due to working around that.

As far as DF goes, I was able to figure it out after watching some video tutorials and reading the wiki. It's not that it's particularly hard, but the interface is complicated with some arbitrary changes that make it more complicated. (Statues are "s" in one menu and "u" in another, etc)
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Footkerchief

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Re: Dwarf Fortress, is it really that complex?
« Reply #18 on: August 18, 2010, 02:16:44 pm »

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NW_Kohaku

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Re: Dwarf Fortress, is it really that complex?
« Reply #19 on: August 18, 2010, 03:50:23 pm »

You can basically build a batch of craftsdwarves' workshops, set them to rock crafts on repeat and buy out whole caravans in a couple years.  Since I'm more a fan of economic rather than military gameplay (i.e. I try to embark in locations with no goblins) that makes it pretty much a cakewalk once you get your food up and running.

Well, I'd ask of you the same thing I was asking of Josephus: What sort of additional features or complexity would you like to see in the economics of the game? 

I have yet to do a serious economic thread, although I've been neck-deep in the farming thread and made that society thread...  always one more thing to be argued for, and I'd like to know what other people see as the problems before I work out for myself what the solutions need to be to address them.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Africa

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Re: Dwarf Fortress, is it really that complex?
« Reply #20 on: August 18, 2010, 05:04:34 pm »

I think there's a good and a bad kind of complexity that can be added to the economic system. Good would be creating more goods and a sense of supply and demand from the outside world which is considerably stronger than just "we'll pay you extra for leather boots next year." Of course, part of this would have to be that right now, most dwarves are economically unnecessary. It doesn't take that many dwarves to feed a fortress and defend it, and one good stonecrafter can buy the entire dwarven caravan (the only one with much worth buying). What the hell are the rest of the dwarves really supposed to do, short of megaprojects or just sitting around waiting for a tantrum spiral to kill them all? I'd say implementing a more realistic economic system, where dwarves either have a drive to acquire goods and possessions, or else have to work considerably harder to keep themselves in food and booze, would make the game more interesting and challenging.

The bad kind of complexity would be adding more pain-in-the-ass steps along the production chains. Like, now you can't build a kitchen without making pots, pans, spoons, spatulas, and and oven, or a carptenter's workshop without first having saws, screwdrivers, and so on.
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Quote from: Cthulhu
It's like using hobos to fight an eating-resistant baloney epidemic.

NW_Kohaku

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Re: Dwarf Fortress, is it really that complex?
« Reply #21 on: August 18, 2010, 06:25:58 pm »

I'd say implementing a more realistic economic system, where dwarves either have a drive to acquire goods and possessions, or else have to work considerably harder to keep themselves in food and booze, would make the game more interesting and challenging.

Heh,

Have you seen the thread I did on social complexity?  http://www.bay12forums.com/smf/index.php?topic=61620.0  Especially the "Pursuit of Happiness" part.

I put in a part pretty much specifically about having dwarves wanting to purchase material wealth, and driving to work for it as a way of producing the need for more consumer product types of items for your dwarves (which in turn requires a reworking of the happiness system so that you have a reason to listen to their requests, and all happiness mechanics aren't a matter of "either he is or isn't tantruming")

Although, I consider that more of the social side of issues than the economic side of issues.  (And economics can really be broken down into the economics inside your fort, and the economics of your fort trading with the rest of the world.)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
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