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Author Topic: The Most Imporant Thing Toady Could Do Right Now.....  (Read 5068 times)

Elone

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #15 on: April 17, 2011, 04:09:40 am »

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TL;DR

Laconic: If gameplay was as important as you say, then most people would be playing DF, roguelikes, text MMOs, but no, they refuse to play these games on account that they have no graphics. Their loss.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #16 on: April 17, 2011, 10:43:11 am »

Laconic: If gameplay was as important as you say, then most people would be playing DF, roguelikes, text MMOs, but no, they refuse to play these games on account that they have no graphics. Their loss.

You know, there might be OTHER reasons people don't play text-based MMOs or MUDs or other games besides a lack of graphics.

Maybe they have no graphics, and their gameplay is boring and repetitive, too.

I know that the way that many of the MUDs I used to play on were played was to have players make an account, powergrind to the level cap, and then make a new account to powergrind, because there wasn't much to do besides level grind in between brief RP sessions, which rarely had much to do with how powerful your character was, anyway.  (And combat mainly consists of spamming the same attacks over and over, at that...)

Yes, game makers today can't be bothered to make engaging and approachable games that are difficult anymore because they are scared of frightening away a larger market share, and put graphics ahead of most else, but frankly, graphics aren't to blame for that.  The fact that they make games easy is a deliberate choice made about market demographics, and shooting for the lowest common denominator to reap the greatest common profit.

You want to know why easy games sell better (regardless of graphics)?  Then watch this clip.  DF and NetHack aren't just "ugly", they're frustratingly difficult to learn, and filled with YASD to the gills. 

Likewise, DF and NetHack aren't as complicated as you'd like to think they are.  There's a difference between complex and hard to learn.  True complexity is almost never achieved in a game, and some of the games that best achieve complexity are some of the most apparently simple games - like Goh or Chess - while being hard to learn doesn't indicate complexity, it just indicates that the designers didn't bother to explain anything.  Hell, DF's help file for the longest time pretty much just said "Losing Is Fun."  That's not a tagline for the game - that's Toady's placeholder for a real manual or tutorial.  He's just saying to experiment until you DO learn the rules, not that you should enjoy losing. 

You can tell that many people aren't really that keen on complexity, because you see people arguing against complexity every time someone proposes adding it in the suggestions forum.  Typically, they're many of the same people who brag about how elite a player they are for playing DF, since it's so complex. 

Why do people oppose, say, Improved Farming?  It's too complex.  We don't need realistic farming systems, we just need to keep throwing seeds at mud, and make less plants grow because of it.

The same can be said of making dwarves more autonomous, having more complex desires, and being less generally obedient.  Having more complex social interactions, and making solving the tasks you need to solve more puzzle-like, and less a matter of direct commands over a workshop whose entire construction of counters, chairs, and tools consists of a single stone.

They're proud of their learning DF in spite of an obtuse interface, but terrified of the actually rather simple mechanics behind the obtuse interface actually becoming complex enough that you can't solve every problem with a binary knee-jerk response.

And while we're on the topic of why you loved old-fashioned quarter-grabbers, I might as well point out the Skinner Box, the psychological engine that drives slot machines, as well. Getting past level 20 in Pac Man, or getting the 25-kill killstreak reward is just as much a conditioned reward as the rare triple-bars.

If you put DF on the Havok engine, and somehow managed to find a computer capable of running that monstrosity, it would still have all the depth and complexity of DF, regardless of how you saw it.

In fact, the greatest single HANDICAP of DF right now is interface, no matter how much you might want to deny it. 

No, I don't mean we need pretty pictures, but what we need is access to the data we need to play the game. 

There were many bug complaints about doctors refusing to treat their patients.  Mysteriously, doctors just don't treat them occasionally, and ignore patients until they die.  The cause was that they didn't like helping people, and so they didn't.  But a great many players never even noticed that the doctors didn't like helping people - it's buried in the details page of the 50th dwarf to migrate into their fortress, and this critical piece of information was never checked, because it was drowned out by all the other data that a DF player naturally has to ignore to ever get anything done.

As the game of DF actually BECOMES complex, instead of just LOOKING complex to an outside observer, that means that we need to have real data management tools to be able to understand what is going on in the world we see.

Right now, all we can really see on the map is where the walls are, where the dwarves and other creatures are, the jobs of the dwarves, and maybe some flashing status indicators that only tell us about immediate physical peril or needs.

If we are going to have a game where the complex personality of a dwarf is actually going to matter, as Toady is gearing up to do, we need to see some sort of feedback to actually see that the dwarf HAS a personality, much less what his mood is right now.  We can't constantly check the details page of every single dwarf in the fortress every two seconds to try to figure out

We need a visual clue, some sort of flashing sign, that tells us, "This dwarf is happy because strawberry wine is his favorite, but still feels existential angst over the recent death of that dragon that people worshiped as a deity, and the implications for his own religion that gods can die. Worse his son died a few weeks ago, and just plain eating in a fancy dining room isn't enough to counteract that in this version anymore.  So he's taking a break right now because you don't have enough religious or psychological support facilities, not because he's just lazy."

You're probably not going to convey all that information with just a flashing down blue arrow.  You're not going to meaningfully convey that information to the player by burying it in the back of a detail view that players rarely ever look at. 

Until the game is capable of supporting conveying visual information ABOUT the subject that the game is calculating, all that complexity is meaningless;  Look at the temperature system, which many people simply turn off as a waste of processor power.  Toady just completely reworked it to run significantly faster.  Thing is, most players can't see how it really works, anyway.  Turning it off just means things don't melt in magma, anymore.  No big deal.  All that complexity is wasted unless the player can see and interact with the system in some meaningful way.

We already have a bulk of players refusing to play the game without tools like Dwarf Therapist, just because it manages the data that the game isn't capable of sorting for us.  That's only going to get worse the longer that Toady puts off the very real problem of his unwillingness to convey the information that is conveyed in his game to the player in a meaningful way. 

And that's something FAR more important than "just some pretty pictures".
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Mickey Blue

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #17 on: April 17, 2011, 11:07:15 am »

I disagree on two of your primary points, but I'll start with the OP, I agree with it (mostly, I'd put a few other things before a graphics overhaul but I would love to see more slots for images as to have fewer duplicates), as DF grows more and more complex with more and more things (monsters, animals, etc) the limitations begin to show more and more.  When a letter can mean more then one different thing it is a limitation, now it may be an acceptable one, or one where fixing it is more work then its worth, but to pretend it isn't is, IMO wrong, in that I agree with the initial point.

Now onto your above post (I won't quote everything because it is long and covers many topics), I have two primary differences of opinion on your overall themes:

1) DF is not complex:

I completely disagree, DF is an extremely complex game, a lot of that complexity is behind the scenes stuff, not necessarily gameplay stuff, but its there, there are so many factors that go into calculate so many things its just insane.  Name one other game where an injury may or may not result in an infection if you don't personally set up a system to correct it? I'm not saying there aren't flaws of course, and I think there are a lot of ways the game overall can improve to add depth (and, frankly, it is, with caravan updates changing the way we trade, army updates changing the way we fight as well as our impact on the larger world, the list goes on)

2) DF would be the same game regardless of graphics:

Here I fundimentally disagree with your point.  I have never, ever, played a 'graphical' game that created the level of immersion that DF creates for me.  Now one possibility could be that Toady is simply a far better game developer then all the talent that AAA companies can buy.. But (as much as I love DF) I doubt that is the case.  No, I suspect (strongly) that the lack of graphics is the case.  DF's lack of graphics (in the traditional sense) forces you to engage your imagination.  All you see is a placeholder, a smiley face, the letter 'd', an '&', etc.. But over time as you learn what they all stand for (and as I mentioned the more duplicates we get this gets harder to do) you know in your mind what it is, but you are left to view it on your own (with perhaps help from the descriptor).  Its like reading a book vs. watching a movie (in terms of 'graphics, not storytelling), they describe what Harry Potter, or Moby Dick, or Jack Thompson look like, but you have to fill in all the blanks yourself which creates (for me) a much more interesting character and world that you can explore, as opposed to a movie where there are no blanks to fill in (graphically), you see what they look like, jobs done.

By virtue of this, DF becomes without question the most immersive game I've ever played.  The limited graphics means that I can instantly 'see' what I'm seeing (as opposed to having to read every description like in a text game), however the lack of any 'true' graphics means I am forced to interpret what that dwarf, or dog, or demon look like on my own (with limited game descriptions).  This really draws me into the world.  You've no doubt read a lot about people saying "I don't see the ASCII anymore, I see the world", its not (well, not all..) people trying to sound high and mighty about how awesome they are, it really is true, it lets your mind create literally every single thing in that world (the same way you do in a book) and that draws you in better then any top tier graphics chip will.

This isn't to say I don't like graphical games, graphics have a place in gaming just like movies have a place in media, they give you things that DF cannot and there are many types of games where immersion may be nice but it isn't the focus.  That said I believe were you to alter DF to have 'serious' graphics (not that anybody is really proposing that, but as a hypothetical you posted above) I believe it would destroy a lot of what causes me to really love DF and consider it to be without question one of my favorite games, the immersion.  Without the immersion its a above average and very mechanically deep fantasy kingdom simulator with a less then adequate interface, still fun, and certainly impressive from a technical aspect, but it would I suspect get old.  But when I play I don't just 'play', I experience the world as if I was reading a story about it.  The images of my dwarves huddled in a quickly dug out burrow in an icy glacier, rushing to build basic defenses against a pack of werewolves in a haunted forest, or trapped inside their own fortress as enemies mass at the gates.. These aren't viewed as gameplay scenarios where I simply try to work out the best strategic course of action, they are stories I get to watch and help shape through playing..

In short, DF is without question one of the better fusions of gameplay and storytelling, and it does this through complexity with freedom (ie, a lot to do but not requirements to do any of it), and most importantly a graphic system that allows for easy to recognize placeholders but no images that provide any visual description at all (well.. maybe walls..).

-MB

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« Last Edit: April 17, 2011, 11:13:12 am by Mickey Blue »
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Kogut

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #18 on: April 17, 2011, 11:17:53 am »

Because it is duplication of your user name on the left?
Graphics + DF
  • Tiles/pseudo ASCII - not a problem, imagination is nice and Toady can do more interesting things than textures.
  • Interface - terrible thing, maybe full customisation via RAWs is a solution?
  • Data export - like DT and visualisers is urgently needed and provided by community - but it may be still better.


So interface, ignored by Toady and not inaccessible for modding is main problem.
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Dwarven WMD

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #19 on: April 17, 2011, 11:20:33 am »

First, let me get this joke out of my system.

Maklak, the person who made Goblin Camp is from the same people who made Goonstation on Space Station 13, and now everyone who plays that game is an incompetent idiot who hits you with a toolbox the second the round starts. Except then they started to charge for upgraded membership, except it wasn't really buying upgraded membership to Goonstation, it was bribing them into letting you do whatever you want to the station whenever you felt like it. The reason Goblin Camp resembles this IS BECAUSE HE'S FROM A BUNCH OF %#@^ING THIEVES! *breaks a coffee cup*

Also, Elone, so many people play those games because the majority of the games are made so that the people who play them don't piss themselves in xenophobia because all sixteen of their braincells understand nothing other than violence, horrible music, sex, and being able to see all of that in such a resolution you can see the game character's DNA.
-end joke-

I can't really agree or disagree with Moon here. Though I disagree on the debugging part. Unless you're friggin Wozniak himself, expanding the graphics isn't going to make things easier. Right now we have 256 tiles. We probably have 256 tiles, because at the time of creation, Toady likely didn't plan ahead and think "Wow this game is going to be a smash hit. I'm going to need 512 tiles eventually, I might was well put it in now, even though I don't need it and it will just be some code to sit there and do nothing." If he did that, I wouldn't play this game because for all I know that extra code that's there could turn the game into a Trojan. I highly doubt that to ever happen for anything, but you get the idea.

But Moon does raise a good point that we're going to run out of tiles at some point, and I would say that's -relatively- soon. At some point, otherwise, we're going to have N and n stand for a hundred different things. We already have a lot of content that has to share graphics with other things in it, and the more of that we get, the more time we all have to spend pressing k and l to see what that & exactly is.

Falling back to the debugging thing, if we do increase the amount, we're going to enter Programming Hell, more than likely. A lot of things in the code will likely need to be rewritten and expanded on, and before that happens, we'd have to figure out what to put on the rest of those tiles. If we expanded to 512, I'd like to see you try and find 256 more things that will work for graphics. Assuming we get past getting more tiles, we then have to let Toady sift through however many lines of code are in this game and update every part that needs to be updated. Then after all of that is done, we THEN need to deal with the many, MANY bugs that will probably arrive, then the ones after some of those are fixed, and so on and so on. Assuming the update were to work, as I see that previous part as a worst case scenario, a lot of our utilities probably will go down the damned drain and all of our mods and tilesets will likely cause the game to spontaneously explode in a giant F-Explosion.

That's all the worst possible scenario I can think of in building the update. It may be exaggerated for all I know. But in all seriousness I do imagine if we expanded even our graphics, we're looking at a whole lot of pain. I'm all for complexity, I'm personally all for writing code and though my ability probably sucks I do enjoy it, and I'm all for improvement of something. But even if we do improve the graphics, THEN what? What if Toady did this tomorrow, and finished it? What is gained? I'll tell you what. Jack shit. That's what it all comes to, jack shit. We'll be seeing the SAME EXACT THING AS BEFORE, only we'll be seeing it differently and likely with a sea of bugs. I bet it won't look pretty then.
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Mickey Blue

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #20 on: April 17, 2011, 11:20:42 am »

Fair enough, I guess I never really thought about it.  I mean 'signing' digital documents (emails, forums, etc) is a pretty ubiquitous thing and while I guess I could see how lavish 'signature quotes' could become a problem as they'd add a notable amount of space to a  thread for what amounts to pretty useless text just the act of a "-MB" signature seems like an awfully trivial thing for somebody to get bothered by.

-MB
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blue sam3

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #21 on: April 17, 2011, 11:33:51 am »

Expanding the character grid to the full unicode set (or even just Plane 0) would vastly increase the tiles available without innately breaking the current style.
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Sean Mirrsen

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #22 on: April 17, 2011, 12:13:09 pm »

Thing is, most of what you people are thinking of right now, is not a problem already. If you're worried about masses of creatures hogging symbols, you can use a graphics pack. What's really needed to satisfy your demand is the full graphics support, the implications of which have been stated in a quote in NW_Kohaku's first post in the thread.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #23 on: April 17, 2011, 01:30:28 pm »

Falling back to the debugging thing, if we do increase the amount, we're going to enter Programming Hell, more than likely. A lot of things in the code will likely need to be rewritten and expanded on, and before that happens, we'd have to figure out what to put on the rest of those tiles. If we expanded to 512, I'd like to see you try and find 256 more things that will work for graphics. Assuming we get past getting more tiles, we then have to let Toady sift through however many lines of code are in this game and update every part that needs to be updated. Then after all of that is done, we THEN need to deal with the many, MANY bugs that will probably arrive, then the ones after some of those are fixed, and so on and so on. Assuming the update were to work, as I see that previous part as a worst case scenario, a lot of our utilities probably will go down the damned drain and all of our mods and tilesets will likely cause the game to spontaneously explode in a giant F-Explosion.

That's all the worst possible scenario I can think of in building the update. It may be exaggerated for all I know. But in all seriousness I do imagine if we expanded even our graphics, we're looking at a whole lot of pain. I'm all for complexity, I'm personally all for writing code and though my ability probably sucks I do enjoy it, and I'm all for improvement of something. But even if we do improve the graphics, THEN what? What if Toady did this tomorrow, and finished it? What is gained? I'll tell you what. Jack shit. That's what it all comes to, jack shit. We'll be seeing the SAME EXACT THING AS BEFORE, only we'll be seeing it differently and likely with a sea of bugs. I bet it won't look pretty then.

You're forgetting something, here.

What we use now are graphics.  They are created by taking an image file, and slicing that image file into 16x16 equally-sized tiles.  Absolutely anything in the world you can create with a bitmap can be in those tiles.

Yes, Toady made these correspond to specific letters just out of a mix of wanting to look like ASCII (even though it absolutely isn't ASCII, and only looks like ASCII to appeal to the "hardcore" ASCII game nerds) but they can, again, be literally anything that fits in a bitmap.

The tiles are generally referenced by a simple number, which indicates what tile from the list of 256 tiles they are drawing from.

The graphics we have right now simply let you add in new .bmp or .png images, and cut those images up the same way, letting you pick a specific tile you want to reference with each specific thing.

We could, right now, change the code to make the 256 images in the .bmp tileset have 512 images very easily - you just need to change the number of slices you cut the bitmap into be 16x32 or something, instead.  (You'd probably want to make the files twice as tall at this point, of course, or you get half-letters.) When you tell the game raws that a tree has, instead of just having "[TREE_TILE:6]" you can now input "[TREE_TILE:306]". 

That's literally all it takes.

That's not a sea of bugs, that's not scrapping the entire code, that's just changing one variable.  (Maybe two if there's some sort of hardcoded sanity check in the raws that stops numbers over 256 from being read.) That's simple.

The thing is, however, that Toady knows that if he puts in 512 tiles, odds are, he's just going to hit that limit, too, eventually. 

Toady has said he'll make the change, but that he's waiting on the changes to the graphics being performed by Baughn to be performed, so that he knows he won't have to write something up again.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #24 on: April 17, 2011, 01:54:19 pm »

1) DF is not complex:

I completely disagree, DF is an extremely complex game, a lot of that complexity is behind the scenes stuff, not necessarily gameplay stuff, but its there, there are so many factors that go into calculate so many things its just insane.  Name one other game where an injury may or may not result in an infection if you don't personally set up a system to correct it? I'm not saying there aren't flaws of course, and I think there are a lot of ways the game overall can improve to add depth (and, frankly, it is, with caravan updates changing the way we trade, army updates changing the way we fight as well as our impact on the larger world, the list goes on)

The simulation might be complex, that's arguable. 

Geology is, and will become more complex.  Many of the other systems are still fairly simple, however.  Toady is really going to work on that.

The game is dead simple.

It doesn't matter how complex the pathfinding algorithm is, all a player knows is that when you tell a dwarf to do something, they do it.  All it takes is punching up a workshop, and telling them to make something.  That's simple gameplay.

It doesn't matter how complex the tree growth algorithm is, all a player knows is that you get wood by designating areas of forests to be chopped down.  Typically by zoning every area near their fortress they dare send out a woodcutter to, or every tile within a protected tower cap farm.  Only takes a couple of button presses.  That's simple gameplay.

Every supply problem you have takes from a simple group of raw resources, and turns them into final products within two or three steps of industry, and the entire industry can be built in seconds from nothing more than a few stones lying around.  I can go from having no infrastructure to the greatest concentration of one given industry in the world in under a minute.  It only takes a few button presses that tell the game directly the exact way I want every single one of those shops lined up and what they are going to produce and how, all with a few button presses.  That's simple gameplay.

What does it matter how complex the temperature system is, if the player literally can't do ANYTHING with it besides use magma and know that ice forms at certain times of year?  That is the entire extent of the application of the temperature system for as far as Vanilla DF goes.  You could replicate all the functions of the current temperature system with a IsInMagma() and a timer that freezes water at certain times of year.  That's simple gameplay AND a waste of processor power on calculations the player will never know or care about.  That's why so many players turn it off.  What good is code people turn off because they don't think it's even worth having on?

Combat has all sorts of complex (and completely unfinished, lol alligators are just cows, but smaller) mechanics, but that doesn't matter because all you do is make a squad, tell it to train, and then throw it at your military problems, and replace any losses you take.  You don't have any sort of tactical control, and there are little strategic choices beyond just WHEN you choose to throw your soldiers at the enemy.  It's pretty much just at the level of the most basic of all RTS games.  That's very, very, very simple gameplay.

Hell, when you get right down to it, DF, for all its overblown so-called complexity, plays exactly like your standard run-of-the-mill RTS game.  You have a certain number of resources you have to build up, very quickly and efficiently, and then you run them through some quickly-built facilities, and punch buttons to make materials come out the other side.  Resource management, building up troop numbers, then throwing them in mass waves at the enemy.  Everything people mock RTS games for being, right there.

Does a standard RTS have infections?  No, but they do have hit points, and you need to have engineers repair tanks to give them full HP again, or they won't be useful in the next battle.  What's so terribly different between having to set up a hospital to mend dwarves and having to set up an engineer station to repair tanks?  The actual steps you take aren't that much more complex, and frankly, you can always just buy another tank or kill and train another dwarf if you just don't want to bother, because dwarves are an unlimited resource you don't have to earn or manage.

You are letting the fact that the game is difficult to learn blind you to the fact that there really isn't very much you actually have to learn to play the game.  The game has a "learning cliff" which is very steep, but it isn't actually very TALL.  There isn't that much to learn.  When you have a working fortress, after about 5 years of play, you don't really have anything left to actually DO anymore.  The game is just a big barren empty once you get past the early game, and the need to triage what systems of a fortress you bring online.

And, once again, this is the entire basis of my argument for Improved Farming right from the outset - the game is NOT complex.  We have small integer resource totals that get turned quickly and simply into finished products with very little thinking, balance, or effort required.  There is no internal strife in the fort to replace or augment the external siegers who fail to be a real threat beyond a certain point. 

The game is lacking, and it is lacking because it really only presents you with a couple very simple problems (food, drink, military threats, and happiness) with very direct and simple solutions for you to solve.
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Jeoshua

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #25 on: April 17, 2011, 02:09:41 pm »

The fact of the matter is that we already HAVE the ability to use more than 256 tiles, as has been pointed out re: the animals.  It would be very nice to have plant tiles, as well.  There are plenty of plants, and more added on a regular basis.  Having only a few tiles to work with for them makes them all look the same, which is not exactly satisfying visually.  There are only so many colors you can make grass before is starts to look silly, and you try to use other tiles (see: bubble grass... bleh!)

Other arenas where the ability to have more tiles would be useful are walls, floors, and ores.  It would be very cool to be able to have a separate tile for engraved obsidian and smoothed gneiss.  Right now we only have the line-drawing characters.  Alot can be done with them, as Phoebus has shown, but there could be so much more possible if we could only set them individually, and have a file for that.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #26 on: April 17, 2011, 02:27:59 pm »

2) DF would be the same game regardless of graphics:

Here I fundimentally disagree with your point.  I have never, ever, played a 'graphical' game that created the level of immersion that DF creates for me.  Now one possibility could be that Toady is simply a far better game developer then all the talent that AAA companies can buy.. But (as much as I love DF) I doubt that is the case.  No, I suspect (strongly) that the lack of graphics is the case.  DF's lack of graphics (in the traditional sense) forces you to engage your imagination.  All you see is a placeholder, a smiley face, the letter 'd', an '&', etc.. But over time as you learn what they all stand for (and as I mentioned the more duplicates we get this gets harder to do) you know in your mind what it is, but you are left to view it on your own (with perhaps help from the descriptor).  Its like reading a book vs. watching a movie (in terms of 'graphics, not storytelling), they describe what Harry Potter, or Moby Dick, or Jack Thompson look like, but you have to fill in all the blanks yourself which creates (for me) a much more interesting character and world that you can explore, as opposed to a movie where there are no blanks to fill in (graphically), you see what they look like, jobs done.

In short, DF is without question one of the better fusions of gameplay and storytelling, and it does this through complexity with freedom (ie, a lot to do but not requirements to do any of it), and most importantly a graphic system that allows for easy to recognize placeholders but no images that provide any visual description at all (well.. maybe walls..).

This is just another case of correlation as causation.

The reason movies aren't as descriptive as a book, besides the fact that they rely more upon subtler visual clues that are actually easier to ignore, is that they are built for a different audience, and are written by different people with different customs in their industry.

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?

I don't know, I've always had an imagination that can survive the author telling me something else should look like this or be like this.  I can say "no, I prefer it more this way."

ESPECIALLY since DF is a game where, if I don't like the graphics, it takes me all of 5 minutes in MS Paint to change them.

Regardless, this is all neither here nor there. 

I am talking about the game giving you data.  Not necessarily about having a dwarf who is described as having dark brown skin and light chestnut hair actually having it in a graphic.  I'm talking about the game actually showing you that a dwarf is having a conversation with another dwarf, and that this is having an impact of a certain kind on their soon-to-be-more-advanced emotion system and personalities. 

I'm talking about telling the player why a dwarf is not performing a job you asked them to perform.

This isn't stuff you are wanting to have flights of fancy over, this is the problem you face in the gameplay, and have to find a way to solve those problems to make your fortress run properly.

What I am talking about regarding displaying visual data is fundamentally different from simply putting pretty pictures on things.  We're talking about actual gameplay, actual mechanics, and the ability for the player to get the information about what is happening in them to be able to understand what actually is going on in the game. 

If you are going to make the game complex, you have to give the player the ability to actually know what just happened

Preferably in a way that doesn't involve having to wade through 65 pages of "the right front claw pierced the alpaca wool sock, piercing the skin, bruising the fat" spammed over and over again.  (Which, incidentally, is MUCH less conducive to imagination than simply showing a tiger swiping at a dwarf.)
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Mickey Blue

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #27 on: April 17, 2011, 03:22:32 pm »


This is just another case of correlation as causation.

How so? Correlation vs. Causation have to do with whether something is related to something (correlation) or something causes something (causation), I was using different mediums to illustrate the idea of using ones imagination to 'fill the gaps' vs. not being able to do that (visual medium above a certain degree).  I wasn't implying any kind of cause/effect relationship, I was saying (that for me) increasing the graphical capabilities of Dwarf Fortress beyond a certain degree would reduce the quality of my gaming experience and listed very specific reasons as to why, had nothing to do with a measurable cause/effect relationship.

Quote
The reason movies aren't as descriptive as a book, besides the fact that they rely more upon subtler visual clues that are actually easier to ignore, is that they are built for a different audience, and are written by different people with different customs in their industry.

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.

Quote
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.

I agree with the rest of your ideas that DF would be better the more deep and/or complex (whichever term you prefer) it became.  I think, just looking at the plans that are in the works for the game, its moving in that direction and honestly already is a lot farther then most other games out there, in fact I cannot off the top of my head come up with a game more complex then DF using my or (from how I read it) your definition of complexity (and where DF is lacking).

-MB

« Last Edit: April 17, 2011, 03:24:42 pm by Mickey Blue »
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Euarchus

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #28 on: April 17, 2011, 04:51:06 pm »

In fact, the greatest single HANDICAP of DF right now is interface, no matter how much you might want to deny it. 

No, I don't mean we need pretty pictures, but what we need is access to the data we need to play the game. 

This.

But the issue is an incredibly deep one, totally ingrained into the way DF is designed. Without a mouse, without a set speed, and without easy ways to view and sort large amounts of information, most players (myself included) never really get to appreciate the levels of complexity within the game.

Dwarf Therapist makes the game playable by providing information on skills, job preferences and so on, in an easy to read spreadsheet. I cannot imagine playing a fort with 40, let alone 100, dwarves without it. But we are yet to see a tool that archives, sorts, parses, and comprehensibly displays all the complexity going on in social, preferential, temperature etc. interactions.

Now, it is my suspicion that Toady (and I totally can't blame him, because it would be frankly a nightmare) does not want to have to do a total redesign and rewrite of DF. And he can do whatever he likes because we aren't in charge - we're fans of his (free) work and lucky to get to play it.

What can be done? Well, I think the obvious solution is for someone(s) to create a Dwarf Therapist-like utility tracking all the other important things one needs to understand at a glance, and outputting it in an easy to read, and manipulate, format.

Who's going to do this? Not me, I can't program for Armok and, besides, I'm far too busy. Which I suspect is a common sentiment.

I love DF, I think Toady is a benevolent genius, but people need to face facts that DF itself is flawed from the ground up because the problematic interface is inextricably intertwined with the game.
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NW_Kohaku

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Re: The Most Imporant Thing Toady Could Do Right Now.....
« Reply #29 on: April 17, 2011, 06:16:31 pm »


This is just another case of correlation as causation.

How so? Correlation vs. Causation have to do with whether something is related to something (correlation) or something causes something (causation), I was using different mediums to illustrate the idea of using ones imagination to 'fill the gaps' vs. not being able to do that (visual medium above a certain degree).  I wasn't implying any kind of cause/effect relationship, I was saying (that for me) increasing the graphical capabilities of Dwarf Fortress beyond a certain degree would reduce the quality of my gaming experience and listed very specific reasons as to why, had nothing to do with a measurable cause/effect relationship.

I bolded the critical part of that passage.

You see that bolded part?  That is a declaration of a causal relationship.

You are saying that "increasing the graphical capabilities of Dwarf Fortress" will cause "[a reduction in] the quality of [your] gaming experience."

In basing a major portion of your argument upon this implied and declared statement, you are making a radically different argument than everyone else is.  Everyone else has been saying that, basically, "You shouldn't judge a book by its cover."  They are saying that the important aspect of the game is its gameplay, the deeper substance of a game, and that its shallow appearance does not have a direct impact upon the actual meat of the game.  This may or may not be true, but it is at least an internally consistent statement - they make this the basis of their argument, and carry this through all of their reasoning.

This argument, however, says that simply allowing players to replace an "e" with a picture of an elf actually makes gameplay worse

This is not a refutation of the notion that "better graphics cause better gameplay", it is actually just the contrarian inverse of that notion - "better graphics cause worse gameplay."  Or, by application of the symmetric property, "worse graphics cause better gameplay."

While the other arguments against improving graphics have been based upon a disconnection between graphics and gameplay, this argument actually embraces that linkage, but in a contrarian way.

If we are making a metaphor to books, your argument is that having a pretty cover on your book actually makes the text of the book worse, and that therefore, we should never have covers that are anything but the plainest form you can produce.

To boil it down...
Pac Man and Space Invaders have worse graphics than Shogun 2: Total War... but does this actually make Pac Man or Space Invaders more complex than Shogun 2? 

No, it doesn't.

This is a fallacious argument.
« Last Edit: April 17, 2011, 06:43:38 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.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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