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« on: May 14, 2014, 10:56:44 am »
I don't think it's fair to criticise Gav for a lack of imagination, I think it's a good point he's making about challenges. There's a reason why Will Wright called Sim City a toy rather than a game.
That sort of thing can be fun for a time, especially if there's lots of novelty, but for many people that wears off, reducing the replayability that you find in a lot of games. It's the sort of fun that some people studying games have recently called easy fun - "...inspires exploration and role play. Fun failure states, fantasies, or simply enjoying the controls" to quote XEODesign - as opposed to hard fun which involves objectives and strategy. Dwarf Fortress has to have the tagline "losing is fun" because it doesn't have another kind, there's no way to win, and after you learn a couple of basic strategies to avoid getting everyone killed (like walling in) you don't need to learn any new ones, and that rips the heart out of the experience for a lot of people. Setting yourself challenges is all well and good but you can do that in any game, it doesn't really address the issue of why DF doesn't have any challenges in the ordinary gameplay sense.
I think the problem (if you see it as a problem), is that it's not a game, it's a simulator, but people expect it be a game. Toady is a simulation programmer, not a game designer. A fair amount of time must have been spent on geology, history, fluid dynamics, weather, temperature, physiology, personality, material properties and so on, time that a person writing a game might have spent on gameplay elements.
As someone who plays fortress mode almost exclusively, it's obvious just how much that part of the game relies on you making your own fun. The overpowered traps, underpowered AI and the fact that after a decade you can still brick yourself in and ride it out if that's what you want to do - show that he's not all that bothered if you get smashed by the first siege 100 times in a row, or run a forgotten beast theme park and magma slide. DF's gameplay doesn't seem like a priority, and from the dev roadmap I can't see that changing. If you don't find it fun any more now, I can't see it being fun later.