This is a serious post too. No flaming please serious discussion only. If you don't like what im presenting here, don't get mad just explain why you disagree, or don't say nothing.
~ Moon
You shouldn't tell people not to flame your posts. It's implied. Telling people not to flame your posts means you expect them to, which is fairly insulting. Ending a request with "or don't say nothing" also cuts into your credibility, at that. (And signing your posts is also annoying to some.)
I also fail to see the point you're making... easier to debug a game with better graphics? You'd get more testers who are willing to play, sure, but apart from that I'm not seeing it.
I believe what he is saying is that there is a finite limit on the amount of data that can be transmitted to the player, currently.
I could go into a very long-winded argument about this, especially with regards to personality rewrites, and will probably have to do so eventually, but for now, let me just put it this way: Right now, the graphics of the game only support showing data relevant to three things.
- The physical topography of the map, and the locations of the units on the map.
- The combat status of every creature on the map (such as by showing grappling through purple, death through red, mortal wounds through white flashes) and the immediate dangers or needs a dwarf faces (down arrows for hunger or thirst or critical unhappiness)
- The job of the dwarf in question, through the color of the dwarf icon.
If you want a more complex game, a game where there is more nuanced social interaction, you probably want to have some sort of visible indication to the player that at least tells you two different villagers are talking to one another, rather than just standing near one another. You need to be able to tell when a dwarf is working in his workshop, rather than just happening to stand on top of the workshop tiles.
You can't even tell if a dwarf is injured or happy or anything about their personalities or what they are wearing or doing through visible clues.
In the absence of visible clues as to WHY something is happening, many people just assume that a doctor who never brings his patients water is part of a bug, rather than an (odd) feature that makes doctors who don't like helping people never bring their patients water. Without a visible clue as to the cause, people assume effects are random and buggy.
Without having multiple "layers" of images, you can't demonstrate concepts like the tile that is 3/7ths full of sand and 4/7ths full of water.
With multiple layers with a semi-transparent layer, you can do overlays, which let you see temperature differences in the landscape by painting a heat map over the game map without occluding everything else in the game.
The bottom line is that any sort of feature or function of the game needs an interface to convey the information that is contained in that feature or function, or it only hurts the game, no matter how brilliant it might be. It doesn't matter how elegant the temperature functions are in the game right now - the player can't really see them or know how or if they are working. Hence, many players just turn them off to save some FPS.