Lemmie preface this by saying that I've only had the game for about 3 months and that I've not experienced nearly everything there is to experience yet. I absolutely adore the game and basically have been playing nothing else since getting it, and I've even been having vague dreams about the Dwarf Fortress interface and mining.
Lemmie also say that this isn't so much a suggestion about a specific feature I'd like to see implemented, as a suggestion about a general aspect of what I perceive to be Toady's design philosophy.
The biggest problem I've had with the game so far is this: actions which produce desireable results also often produce waste, sometimes as a direct consequence, and sometimes as a byproduct. This waste can be disposed of, but only through tedious management tasks which require no skill or management, but just alot of time and repetitive button mashing and clicking. Sometimes these tasks can be automated via macros, and sometimes they cannot.
Now, I understand that waste management and disposal is one of the fundemental problems that humans have to deal with on a daily basis, on all levels of society. Our industries generate pollution, our consumption generates trash, and our very existance generates... uh... filth. Even the act of my eating this banana will generate an inedible peel which takes weeks to fully decompose. Waste is a fundemental aspect of life. That is, through performing a desireable action, we generate a consequence which is usually undesireable, and must be disposed of in some manner.
Lemmie explain what I mean by an example. Imagine, if you will, that you are playing Super Mario Bros. 3 (yes, I know it's a totally different genre and an apples-to-oranges comparison, but just humor me for a moment and you'll see where I'm going). Imagine that each time Mario grabbed a mushroom powerup, he also accumulated a little counter at the top of the screen called "Internally Encumbered" or something. Internally Encumbered has the effect of gradually slowing Mario's movement speed. The only way to remove Internally Encumbered is to finish a level, and then while on the map screen, hitting the down arrow and then A and B on the controller a bunch of times (let's say arbitrarily, 20 times for each Internally Encumbered count).
Now this seems like a pretty silly idea. It requires no skill to deal with Internally Encumbered, and it doesn't add anything to the gameplay. I defy anyone to tell me that it would be a good idea to implement in a Mario game, and that it would be fun (not Fun with a capital F, mind you) to have to simulate taking a squat by the roadside and getting rid of the... yea, you see where I'm going with this.
And yet, I find myself doing exactly what I've just described in Dwarf Fortress. Each time I slaughter a vile force of darkness, I find myself scrolling through pages and pages of clothing, hitting down, F, D, repeatedly, hundreds of times. Sometimes it takes more IRL time to actually manage the dumping of clothing than it takes to rally my military to slaughter the Gobbos. And it always takes more in-game time for my dwarves to crawl all over the map and collect the articles of the clothing and bring them to the atomsmasher than it takes for my dwarves to actually repel the invasion in the first place.
Now, I'm aware that alot of people have similar issues with the clothing. But it's not just the clothing issue I'm trying to point out here. It's a core design philosophy that finds its way into just about every aspect of the game. Take harvesting plants from cavern areas, if you will:
Like many players, I like to open the caverns as early as possible so that the upper levels of my fort get fertilized with mushroom tree spores. It prevents my being overdependant on aboveground trees and limits my lumberdwarves' exposure to the terror that is Honey Badgers (and Gobbos, but at this point I'm firmly convinced that Gobbos are both less intelligent and less dangerous than Honey Badgers). And periodically I like to sweep my fort clean by harvesting the cave plants in the upper levels to supplement my farms. However, this harvesting generates both useful plump helmets and useless dimple cups. Dimple cups are useless in every way other than for making blue dye. Now, if you want to have a blue clothing industry, that's all well and good. But from reading this forum, I gather that the vast majority of players don't bother with a clothing industry past making a bunch of shoes to prevent the dwarves from stepping in Frozen Forgotten Beast Extract. And if you don't have a blue clothing industry, dimple cups are nothing but garbage. They can't be cooked or brewed, and do nothing more than fill up barrels that take up room in stockpiles. Once again it's off to the stocks menu to hit down and d a few hundred times.
This is not a good design philosophy. Waste management and disposal has no business being in a game. It adds NOTHING to the gameplay, and in fact bogs it down in horrific tedium. It seems to me that Toady's design philosophy is to attempt to replicate waste management within Dwarf Fortress, and if done properly, it could possibly... maybe... have a chance? of adding something meaningful and worthwhile to the gameplay. But as it's currently implemented (yes, I know it's an Alpha) it's just a horrible mess.
Now, I've modded the game to deal with both these issues. Invaders no longer wear leather or cloth clothing (only metal), and Dimple Cups are now brewable into Dimple Beer (it'll turn your tongue (and the stuff you're Internally Encumbered with) blue!). And I gotta say, Toady is a genius and some kind of minor god for making the game so customizable and easy to mod. Yes, any of the issues with the waste management can be fixed with a few simple editation to the raws, with just a few hours of reading and experimentation with tags. But those issues are simply symptoms of the actual problem, which is that design philosophy that Toady seems to have concerning waste disposal. Modding to fix it is just slapping a giant cave spider silk cloth dressing on that pus-oozing wound without washing it out first with soap. Sure, the dwarf gets to leave the hospital and will even stumble along for a few seasons, but sooner or later he'll collapse dead on the floor in the middle of mining duty.
I'd like to repeat that I absolutely adore this game. To death. It is without a doubt the most complex and detailed game that I've ever seen. And the only reason I've criticized this issue as harshly as I have is because I love the game and want to see it succeed.
Anyone else's thoughts on this? Love the waste management system? Hate it? Think it's not necessarily a bad design philosophy, but just needs a different implementation (like the Economy, ha!)?