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Author Topic: The Most Imporant Thing Toady Could Do Right Now.....  (Read 5066 times)

NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #30 on: April 17, 2011, 06:28:33 pm »

That isn't what I was talking about though, I was talking about what the world (and characters within it) look like.  If you watch Spartacus you know exactly what he looks like, exactly, you can see him.  You know what the buildings he walks by look like, you know what his friends look like, you know exactly what it all looks like.  It has nothing to do with the reach of the medium (which I agree is vast), nor use of subtle clues for storytelling or setting tone and certainly not the audience its geared towards.

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How, exactly, does having an elf represented with a little picture of an elf instead of a picture made to look like an "e" kill your imagination?

Having a simple image wouldn't, complex graphics would because at that point you are no longer imagining anything.  When you play Dragon Age you don't imagine what Allister looks like, or what Shepard looks like in Mass Effect, you can see them clear as day, I have no idea what Toady would make a dwarf look like if he had the ability to render them in that level of graphics, but its likely they wouldn't look exactly like they look in my head, thus pulling me out of the immersive qualities of the game.

Here's the thing, though... Commander Shepherd?  Except for the guy they put on the cover of the game's box, you get to choose what Shepherd looks like.

When Toady lets you replace an "e" with a little picture of an elf, you can draw your own elf.  I've done it myself, it's great.  You should try it.  In fact, I just got done creating a mod that was a graphics pack for someone else's own completely independent interpretation of a "naga".  In fact, that person left, and now the rest of us in the thread are trying to put together what we want nagas to be like, and are going to put together our own mod on it.  I even made alternate by-request images for things like the queen or additional castes, because one guy wanted four-armed nagas in his mod.

If Toady gives us the ability to change what tile a column looks like in the init.txt, it doesn't force anyone to use any specific idea of "column", it gives people the creative freedom to use any icon they can possibly cram into a bitmap file of that size

That is creative freedom, not constraint.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #31 on: April 17, 2011, 06:56:06 pm »

Finally, one more argument I want to make for this change:

This isn't about Toady drawing his own version of an elf.  This is about having more slots for the player's own drawings.  Toady probably never will put graphics in his game again, but that doesn't stop him from allowing other people to mod the game with whatever graphics they want.

Look at the game now... What does a "g" mean?

Goblin?
Grimeling?
Goose?
Goat?
Mountaingoat?
Gray Gibbon?
Gazelle?
Groundhog?
Guineafowl?

These people aren't asking for Toady to add in pictures, they're asking for more potential icons to allow the display of a greater amount of potential data, because a "g" means ALL those things... and that's not even the capital "G", either.



Also, there already is a thread about how people are getting crayon art rewards from Toady that illustrate what the various creatures look like, completely outside the bounds of in-game graphics.

I got a real kick out of the drawing he sent me, illustrating what he thought two female dwarves from my fortress looked like.  When I was waiting for that drawing to arrive, I made my own drawing of what I thought the dwarves looked like.  Seeing Toady's image of the dwarves didn't destroy my own personal image of what my dwarves looked like, and I actually rather enjoyed the comparison of his vision to my own.

(Oh, and Toady's elves?  They're basically the same as every elf ever.  Blond with green and brown "ranger" clothes.)
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #32 on: April 17, 2011, 08:46:17 pm »

Actually, I want to make one further argument, to try to rehash a previous statement with more description and emphasis.

In one of my games, recently, I found a dwarf with a flashing red down arrow, indicating unhappiness.  I looked at his details page to find the source of this unhappiness, and it turns out he had a grudge with another dwarf he really didn't like, and this dwarf had become angry from apparently arguing with this other dwarf he didn't like.  (And it turns out, another dwarf also hated this dwarf, so that was a really annoying dwarf.)

Now then, here's the problem.

How do you know when dwarves are having a conversation?

For that matter, how do you know when dwarves are actually working, as opposed to just happening to idle on top of a workshop? 

There are no visual clues as to what a dwarf is doing in most cases (only in cases of designations which flash, and even then, plant gathering involves standing on top of the plants), and as the game becomes more complex, this will become increasingly problematic.

Right now, I have a problem because, completely unknown to me, two dwarves have grown to hate each other, and all I could actually see about this exchange was that the two dwarves happened to be standing near each other.  There was no indication they were talking, other than simply being near one another, and there was no indication this was a heated argument, as opposed to the usual "two dwarves near each other gradually gain conversation XP". 

Now, those two dwarves have a "Grudge" relationship, and I never would have known it had I not known to look because I looked at the details page of one of the dwarves, which I never would have done had I not seen the red down arrow, which was the ONLY visual clue I was given to all this information under the hood of the game.

Oh, and about that clue?  The detail page says "an annoying acquaintance", it doesn't even tell you which dwarf is causing the problem.  It doesn't even tell you which two dwarves you need to segregate to keep fights from starting. 

Yeah, that's a problem.

Now consider what will happen when there are personality rewrites.  What will happen when the much-maligned "happiness" stat is broken up into much more complex mechanics?  How will I know what personality trait is causing what when we have the personality revisions that are coming up?  What will happen when there are more complex social interactions?  When there are things like guilds or clans of dwarves, which form social groups that can get into fights with other social groups within a fortress, how am I going to know when there is a grudge that is creating a rift inside the fortress until things are so bad that one bloc actually physically attacks the other bloc? 

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

That all adds up to a failure of the game to convey meaningful information the player needs to make decisions to the player.

That, once again, isn't just a matter of aesthetics or pretty pictures, that is a major flaw in the gameplay itself.
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Elone

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #33 on: April 17, 2011, 11:46:23 pm »

Ooooh, an internet argument! This hasnt been seen before.

I'll make my thoughts simple and short here, I wish that not so many tiles were SHARED between each other, often unrelated. For example, I would love to make my column square in shape, but that tile is shared with the letter O so I actually cant; it would break the text. I could name dozens of similar examples.

What can be done about that?
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Sean Mirrsen

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #34 on: April 18, 2011, 12:14:42 am »

TrueType text. Graphics packs. Change the PILLAR_TILE:'O' line in d_init.txt. Until full graphics support, nothing else.
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Elone

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #35 on: April 18, 2011, 12:20:02 am »

I tried setting to Truetype, for some reason it wont work. I get the "Tileset not found" error. It shows the path of the font that it had failed to find, however the font is on the right path, and has the correct name. 2D mode is active, and Truetype mode is as well.
« Last Edit: April 18, 2011, 12:39:21 am by Elone »
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zwei

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #36 on: April 18, 2011, 12:58:48 am »

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

Question is, will player want this information at all?

Information overload is even bigger issue than "censored" information. People usually give up paying attention to individual dwarves long, long before they 100 dwarves (who cares about Kivishs relationships, likes, appearance and whether or not he lost his favorite toy as a child - he is supposed to smelt ore, he does that, that is all i need to know). I can not imagine going extra mile to separate two dwarves to reduce unhappiness once population hits 20 or so myself.

As game progresses and complex systems kick-in, my desire to micromanage them is going down.

If i see two dwarves arguing, i will simply look the other way. Maybe go "ah, cool, we now have converstation indicators", but in the end this has potential to clutter game rather than help. Dining halls already look like disco and I am not paying attention to that insanity.

Sean Mirrsen

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #37 on: April 18, 2011, 01:15:00 am »

I've tried to write up a post similar to zwei's several times, but abandoned it because I couldn't formulate the point accurately. I very much agree that information overload can be a worse nightmare than lack of information. If you've ever been in a typical MMO superparty, you know what it's like to be able to see details about thirty people at once. It gets hard to tell what's going on with just the NAMES of the people above their heads, and if you were suddenly able to see every buff and curse stuck on every character, that information would be ALL you'd ever see of the game.

Also, I think what you're saying is what the little control freak inside you is telling you to say. You want to micromanage DF's intricacies? You want to omnisciently be aware of everything that goes on in your fort so that you could squash the very seeds of arising problems before they bear fruit? Do you realize what you're doing? You're playing DF... to win! Don't you see your own folly?
(and yes, that wasn't meant to be offensive, apologies in advance)
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Kogut

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #38 on: April 18, 2011, 01:19:37 am »

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

Question is, will player want this information at all?
Yes. Maybe part - so customization is needed.

@author - please, change topic name!
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #39 on: April 18, 2011, 09:55:59 am »

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

Question is, will player want this information at all?

Information overload is even bigger issue than "censored" information. People usually give up paying attention to individual dwarves long, long before they 100 dwarves (who cares about Kivishs relationships, likes, appearance and whether or not he lost his favorite toy as a child - he is supposed to smelt ore, he does that, that is all i need to know). I can not imagine going extra mile to separate two dwarves to reduce unhappiness once population hits 20 or so myself.

As game progresses and complex systems kick-in, my desire to micromanage them is going down.

If i see two dwarves arguing, i will simply look the other way. Maybe go "ah, cool, we now have converstation indicators", but in the end this has potential to clutter game rather than help. Dining halls already look like disco and I am not paying attention to that insanity.

This is a good point, but it's only seeing half the picture.

This would be valid if the game were going to remain what it is right now forever.  It won't, however.

In an RTS, they show you what your unit-buying resource levels are on the top or bottom of your screen at all times.  They do this because this is information the player wants to know.  They know the player wants to know this information, because they forced that information to be critical by designing the game the way they did: by making the ability to produce lots of units as fast as possible in exchange for those resources one of the key factors to winning the game.  Running out of vespene gas or not constructing additional pylons is a major problem for a player because it means they cannot expand their army until those resource demands are met.

Right now, I care about what my dwarves have in their "Helpfulness" personality trait when I am assigning doctors because the game forces me to care.  If I assign a doctor with low helpfulness, then the doctor will let the patients die without caring for them.  If I want my hospitals to work at all, I have to get a doctor with high helpfulness.  That makes that information something I want.

Yes, this takes some careful thought about how you are designing the game to balance correctly, but the fact that you can do it badly, and force too much information on the player doesn't mean that the player still doesn't need the information that is relevant.

Right now, I can safely ignore all that combat-related crap, because I don't have any real control over any of it.  Combat isn't an important part of the game, except so far as ensuring that my stack of experience points and equipment are bigger than the enemy's.  You can keep all that nonsense about bruising fat to yourself. 

Right now, you can ignore two dwarves arguing, but if you have factions of dwarves that can cause a blood feud inside your fortress or a miniature civil war because social interactions become more important, these become more critical pieces of information.

That's why I said this:
Now consider what will happen when there are personality rewrites.  What will happen when the much-maligned "happiness" stat is broken up into much more complex mechanics?  How will I know what personality trait is causing what when we have the personality revisions that are coming up?  What will happen when there are more complex social interactions?  When there are things like guilds or clans of dwarves, which form social groups that can get into fights with other social groups within a fortress, how am I going to know when there is a grudge that is creating a rift inside the fortress until things are so bad that one bloc actually physically attacks the other bloc? 

When a dwarf can have a personality trait where, if he is put in as a miner, he will potentially cause cave-ins randomly... you'd want to check every dwarf to make sure he doesn't have that trait before you make them a miner.

If you keep changing around personality traits so that there are certain personality traits you need for dwarves with certain jobs, and absolutely cannot combine with certain jobs, then personality traits become critical information.

Otherwise, people can safely ignore it, and it's no more important than the silly hair color information.

When you put the personality trait information that is critical for making sure doctors don't kill their patients in with the silly hair color information, however, you're committing a major interface sin, and confusing the player.

This has to be done wisely, but just because you can go too far to the other extreme doesn't mean we should stay on this extreme end of the spectrum.



EDIT: typo
« Last Edit: April 18, 2011, 09:32:58 pm by NW_Kohaku »
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Elone

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #40 on: April 18, 2011, 06:12:56 pm »

Additional Pylons in a FPS? Do you forum-reply at 300 APM perhaps? =D
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #41 on: April 18, 2011, 09:32:34 pm »

Additional Pylons in a FPS? Do you forum-reply at 300 APM perhaps? =D

No, I replied when I was just getting out of bed and still groggy.

I meant "RTS", and edited that
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zwei

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #42 on: April 19, 2011, 01:11:19 am »

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

Question is, will player want this information at all?

...

This is a good point, but it's only seeing half the picture.

...

Right now, I care about what my dwarves have in their "Helpfulness" personality trait when I am assigning doctors because the game forces me to care.  If I assign a doctor with low helpfulness, then the doctor will let the patients die without caring for them.  If I want my hospitals to work at all, I have to get a doctor with high helpfulness.  That makes that information something I want.

Yes, this takes some careful thought about how you are designing the game to balance correctly, but the fact that you can do it badly, and force too much information on the player doesn't mean that the player still doesn't need the information that is relevant.

This is why i want "workforce manager".

Idea is that i ask which dwarf would be most suitable for job that has - for example - all medical jobs - enabled and game would present me with list of dwarves ordered by their suitability to job, taking everything relevant into account (likes, personality, skills, attributes ...).

I do not really want to know WHY is he going to be set for job - maybe it is extensive experience with surturing, maybe it is maxed helpfulness, maybe he just likes to work with cloth and thread.

DF already does this when you are appointing nobles, but only skills are taken into account.

NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #43 on: April 19, 2011, 08:24:27 pm »

This is all critical information for the player to know when we get these more complex systems, and there is currently almost no way for the player to actually know any of these things, barring obsessive checking of every single dwarf's details page right now.

Question is, will player want this information at all?

...

This is a good point, but it's only seeing half the picture.

...

Right now, I care about what my dwarves have in their "Helpfulness" personality trait when I am assigning doctors because the game forces me to care.  If I assign a doctor with low helpfulness, then the doctor will let the patients die without caring for them.  If I want my hospitals to work at all, I have to get a doctor with high helpfulness.  That makes that information something I want.

Yes, this takes some careful thought about how you are designing the game to balance correctly, but the fact that you can do it badly, and force too much information on the player doesn't mean that the player still doesn't need the information that is relevant.

This is why i want "workforce manager".

Idea is that i ask which dwarf would be most suitable for job that has - for example - all medical jobs - enabled and game would present me with list of dwarves ordered by their suitability to job, taking everything relevant into account (likes, personality, skills, attributes ...).

I do not really want to know WHY is he going to be set for job - maybe it is extensive experience with surturing, maybe it is maxed helpfulness, maybe he just likes to work with cloth and thread.

DF already does this when you are appointing nobles, but only skills are taken into account.

This is one potential way to handle the problem - basically, to automate it.  You'd want to give the player the ability to look for additional information, or customize how to weight dissimilar traits against one another, however, as the player may not necessarily agree with everything that the hardcoded algorithm will say is most important.  (I don't care too much about the skill level of most jobs - if I assign them to a job, they'll gain experience eventually, anyway.)

However, I am also concerned with the many ways that the game can evolve in the long term. 

Right now, there is a reason why everything is either a physical resource or trying to kill you - those are the only things the game can display.

Right now, you can ignore the consequences of a conversation or a feud, but what if Toady wants to actually make you care about those sorts of things, and actually base a good portion of the game around it?

Take a look at what Toady says about Taverns...


OK, so now we have a game where you will have your dwarves losing critical pieces of equipment that could doom your fortress in poker games for no reason just because you weren't paying attention to something you didn't think was important, and which the game gives you no visual clues about.

Because losing for no reason about something you didn't notice is fun, right?

Remember how in 31.01, you could have "acid" rain that melted dwarves because there was a huge problem with the temperature system, but Toady and nobody else could figure out why or what it was for a while?  It's all because there was no interface that told people something was catastrophically broken with the temperature system. 

There is this temperature system inside DF that is complex, and takes up huge amounts of processor power, and actually lags the game to a fair degree (the recent speed improvements came almost purely from working on the temperature code) but whose actual effect on the game is so esoteric that not even TOADY knows when it's going horribly wrong.

I love this game, and I have respect for Toady, but quite simply, that is a failure to properly program.

If he can't even tell when something that takes up that much processor power and coding time is going right or wrong, there is a critical flaw in how the game is being designed.

And this all comes back to Toady's unwillingness to do what it takes to make a proper interface.
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Xeorm

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #44 on: April 25, 2011, 11:51:29 am »

I just would like to point out first that the game is in the alpha stage, building graphics and making it look nice takes time.  Time that's likely wasted when you're changing how things work in the next version.  That's why you usually don't care how things look until later.

Secondly, you talk about how people wouldn't use this game without dwarf therapist...why would Toady design a new interface, when he's not exactly sure what he actually wants in that interface?

Dwarf therapist is already out, just use that, and he'll fix things when he can.
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