Oh yeah. That screenshot looks like the
brain fart of your old DOS computer, doesn't it? Funnily enough, this
shot captures a lot of what makes Dwarf Fortress so complex
and, by extension, addicting. As you might be able to guess, the
right side of the screenshot is an overhead two-dimensional
representation of the fortress. Those are rooms, dining halls,
armories, warehouses and more. The icons depict different things and,
remarkable as it may seem, playing the game enough allows you to
recognize them fluently. While you may not be able to, I can see the
bedrooms of various dwarves, I can see the room with casks of ale. I
can see beds, tables, foundries, ore, engraved walls, and on and on.
Some icons are easier to guess the meaning of than others. For
example, the two big arrow symbols pointing outside are ballistas
ready to be fired. All of the smiley faces are dwarves. Outside, you
can see on the far left the curve of a river, the bridge over it, and
the road leading to the fortress entrance.
Long story short, this is a game that
manages to find a truly insane amount of depth and complexity by
using the most basic graphics imaginable. By setting the bar for
graphics so low, it permits a massive amount of resources to be
dedicated to the most crazy awesome things you can think of. Your
dwarves can all be equipped, clothed, given rooms and tasks unending.
They can make friends and gain skills that make them more (or less)
useful to the running of the fortress at large. As for the fortress,
you can construct traps, pump-driven systems, smithies, forges,
farms, and more. You can conduct trade with visiting merchants,
distant elf nations, and go to war with goblins, undead, and even
homicidal elephants. What is perhaps so addicting about this game is
that it is basically a medieval/fantasy SimCity to the most complex
(yet definitely learnable) and hilarious degree.
.
Bird's eye view of a fortress
I say hilarious because there are no
win conditions. Part of the fun is seeing how far and how long you
can go before the fortress collapses due to domestic strife, outside
intervention, or even inadvertently digging too deep and opening a
corridor to Hell. One of the times I played, some
asshole accidentally killed the cat of my most deadly swords-dwarf.
He hunted down and killed the offender. When the police-dwarves
stepped in to arrest him for the murder, they proved unable to, and he swiftly killed them too. A growing cycle of violence quickly consumed
the entire fortress as family members got pissed and swore bloody
vengeance. In time, the swords-dwarf was killed, but too much
violence had put internal affairs on pause for so long that the
survivors all starved to death. All the children were stolen away by
nearby monkeys. Not kidding. All of this started because some prick
accidentally stepped on a cat.
It can require a dark humor to get
entertained by this, but it gets to the point where your management
skills cannot counter or keep up with the chaos that the game can
present you with. A flood can throw off your construction plans. One
dwarf might get jealous of another, causing dissent that you must
prepare for by having an established system of justice (or by
straight up assassinating the guy). The game is tough and it requires
planning, but it is planning of a sort which doesn't frustrate so
much as make you consider what you might possibly do to work around
it. Example: goblins show up, you barricade the doors. How do you
solve this problem? Well, you don't have to if you work on attaining
self-sufficiency within the mountain. Alternatively, there might be a
plateau reachable from another level that the goblins can't reach but
you can, allowing you to plant farms and reach the outside world that
way (or even snipe down at the goblins with crossbows). You could send out your
combat-capable dwarves to fight them, you could create an alternate
entrance that is actually filled with traps for the goblins to run
into when they see a new open door. Or, hell, if you're really
determined, you could dig deep, find a lava flow, and create a
pipeline to dump magma right on top of their heads!
.
Conclusion
The sheer creative
possibilities and the massive options before you is what persuaded me
that I had to stop playing Dwarf Fortress. It brings out a
sadistic inner architect and social experimenter that can never be satiated. It makes me want
to hurl myself into it again and again to build ever more intricate
and interesting fortresses and to see how many dwarves I can take
care of and keep safe (or domineer) before the system falls apart. But, even though
I've banned myself from playing it, I've still been plenty
entertained by the stories of others who do.
For a brilliantly
depicted example of an entertaining game of Dwarf Fortress,
consider checking out this link. It'll send you to a site that tells
the story of one particular fortress where players would switch off
for every in-game year, each different player having different
projects and different things happen to them until the fortress'
inevitable doom. Things such as a dwarf-elephant war, accidental drownings, and fights over who gets the best crypts. It's hilarious and definitely worth checking out if
the game intrigues you, but not enough to get sucked into the
addiction first-hand!
Speaking of social experimenter, there's this totally random part in Last Watch where Gesar has a jar full of spiders, which he says he is conducting "social experiments" in. There's like a boss spider running around the top of the jar, and two spiders in the middle firing poison at imagined outside threats, and all of this serves to keep the social order of all the various spiders milling about in the jar. It was this totally random 3-sentence political commentary pertinent to nothing that Lukyanenko threw in.
ReplyDeleteGreat post thank you
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