(Holy crap I wrote a lot, sorry about that. Feel free to skip this post and pretend I just said "Let us agree to disagree, friend".)
Or if you're bored enough...
...snip...
Valid points. At the time I had been having some fun reading through the old wiki articles for earlier versions of the game, so I came into the conversation trying to think of things from a "back in the day" perspective.
I'm sorry if I misinterpreted something you said. When you stated that various things about hell "severely limits strategy and creative thinking on the player's part" I was trying to offer a counterpoint that there are times when it is thematically appropriate to limit those things. I think the demon-encounters were originally intended to be un-winnable, and thus they are probably a poor place to go looking for that particular kind of challenge.
I don't have any absolute proof that that is what they were intended as, but there is quite a bit of evidence. (I'm about to get carried away here because I love DF-lore, please don't take this personally)(Also, history buffs, correct me if I'm wrong on anything)
There is some interesting (for certain values of interesting) material floating around on the web where Toady talks about early development of Dwarf Fortress. The original idea was that of an adventurer exploring the ruins of a long-lost civilization that had been destroyed by some catastrophe, and slowly unearthing evidence of their trials, tribulations, triumphs, achievements, glory, and eventual downfall. In fortress mode you would create and destroy that civilization, so that in adventure mode you could come back and rediscover it. For me, that realization completely re-contextualizes the game, especially the early versions which are legendary for the sheer amount of factors working against you, and the resulting feeling of things being about to spiral out of control at any time. As near as I can tell, the theme back then seemed to be "It's only a matter of time" (a theme which you can still find plenty of traces of in the way the community thinks today). The HFS from back then fits this perspective well: If you mined a single block of adamantine, then the clock started ticking and one way or another your fortress was at it's end.
I think that's what gave DF a lot of it's early appeal: In most games the theme is to put steadily increasing challenges before you, with the understanding that you will eventually win if you keep trying. In normal games, challenges are there so that the player can have fun defeating them. In DF, challenges are there so that the player can have fun
being defeated
by them.
Again, I can't prove that this is how the game was originally intended, but the scraps of information I've seen from that period paint a very compelling picture.
Now granted the game has moved away from that theme considerably. It's now more about building an entire fantasy world, with realistic interactions between creatures whether it be on the level of physics or diplomacy. Most of the scripted dangers were also removed in the move to 3D, leaving players much more in control of their own fate. In 40d particularly it was notorious for being so safe that you actually had to
try to make your fortress fall! People had to
create disasters because they were so bored! (*monocle pops off*)
Again the HFS reflects that. Virtually nobody unleashed demons by accident, you always went looking for them when you got bored, and hoped the RNG would give you fire spirits, because those at least put up a fight, unlike the rest.
I've largely forgotten the point I was trying to make, but I think it is more or less this:
I'm glad that in .31 the game is starting to reincorporate some of those "you won't win" themes that I missed out on (I discovered the game during the 40d era), and while I still want it to be
possible to play a safe fortress, I also want to see those themes taken farther, not reduced. That's why I would love to see both pits and hell coexisting in the same world; It would provide a sensible in-game excuse (rather than an artificial init/raws based excuse) for dwarves to unleash captured demons and triumph, while also leaving a convenient source of end-of-the-world-nightmare to satisfy that visceral "build a tower out of blocks and then knock it down" craving that we all have in us somewhere.
Also,
Pilsu hit the nail on the head with all of his points, but particularly this:
I don't really like the fact that the Underworld exists as a z-level. It's just so.. lame. It's a cave. Not an unfathomable pit deep in the bowels of the planet. Not a rip in existence, nestled deep in infinite layers of magma. No, it's a big damn empty cave. An uninspired, featureless, gray hollow taking the place of the glorious magma core of the planet. Slade isn't even a cool name! It could be something mysterious like unknown substance! But no, it's just rock. Just more rock. It even has a name.
Seriously Toady, what were you thinking!?
He had better have something really really cool planned for hell that he just hasn't implemented yet, because otherwise, it's a really dumb idea.