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Messages - Alapaga

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DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 01, 2019, 06:53:53 pm »
I have to say, I love this game, and I watched a lot of people play it, and have played it myself a lot.

I have a few positive things to say about Dwarf Fortress. It is a game that doesn't "show you the way" and I love that aspect of it. There are very little games like that where you don't feel like the game holds your hand while you learn to deal with it's mechanics and inputs, and even fewer that would have such a complex interface. Gamers that gravitate towards Dwarf Fortress and stick with it draw satisfaction from discovering how to do something themselves, despite it not being obvious at all. Of course i'll be watching a tutorial about how to solve an issue if I can't figure it out myself, and I had a lot of joy watching other people play over on youtube and twitch. Some of those people that showed me the ropes of Dwarf Fortress I would consider as friends, and the Dwarf Fortress community is great for this.

In order to appeal to a newbie, a game doesn't necessarily have to be accessible. At this point we will have to just assume that this is still the direction the devs wanna go, and that the community aspect, and eventually the modding community will play a role in bonding the players that chose to play Dwarf Fortress.

How do you save the newbies? Well you don't, they don't need to be saved from this game. The interface could be more intuitive, the menu  more fleshed out, some systems reworked (i'm looking at you millitary system). But Ultimately the choice of a player to "stick" with this game only depends on how much time are they allowing themselves to fail before they succeed. This is a parameter that was very common on older gen games (i'm talking 1980 nintendo and arcade games) because of the limitations of the hardware at the time. Starting over a game because you failed was normal because there were no ways to save the game back then, and that also kept people playing over and over again so as to "complete" the game, with no obvious hints or tips about what went wrong in their last run. Now Dwarf Fortress has the benefit of being an "endless" game, especially fortress mode, and it is a scary proposition. The only measure of how successfull a fort is is how many years did it last, and comparing that with how long the last fort you played lasted. That's also a subjective measure considering the embark would not be exactly the same, and depending on wether both forts are on the same world or not, the previous fort's dwarves could be the new fort's migrants. Hopefully, the player is gonna progress from learning about the game's mechanic as they go, and it would help their forts last.

The issue that new people have with Dwarf Fortress is hinging on that instant gratification that they get from other games, that is very common in newer games that are very popular. Dwarf Fortress have to rely on players having their own goals, and setting new goals as they go. And these two ways to play games appeal to different people. Other games have succeeded in bridging that gap, by having set objectives, timed events, achievements, side missions... all these things can help new players that are missing a goal feel more "involved" in the Dwarf Fortress experience.

I think I drove a few points home, thanks for reading me if you got this far, have a :cookie: on me. Bay12Forums Strike the earth!

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DF General Discussion / Re: *We need your help with game ending stress*
« on: October 30, 2019, 02:31:17 pm »
This is my take on this issue, and I share a lot of the previous commenter's opinions.

There are a few things that can end a fort, and stress is the least enjoyeable of them all.

First of all, a few words about me as a gamer. I tend to play everything in a roguelike way, so I rarely spent more than 10 hours in a single fort. The reason? Well, starting a new colony is exciting and I rarely sit and play the same game more than 3 hours at a time. When I come back to a savegame after being away for a while, I forget what was going on before I stopped, and I obviously don't wanna get emotionnally attached to any dwarf.

So the stress has rarely been the reason why my forts have ended. I usually stop playing before that happens out of boredom, or because of the reasons I just listed. That being said, I have played this game for a while, and adressing stress issues has been one of the things that I hated doing. Without external programs like dwarf therapist, I had no idea what my dwarves were suffering from, and it was very frustrating to have to read all the dwarve's toughts to be able to figure out what's wrong with them.

There are two ways to adress this issue.

- Either you guys want the game to be played with some level of autonomy on the dwarf side, since they rarely rush to do the jobs they were assigned anyways. So that could include seeking shelter when the rain is an issue, or grabbing an item when they desire to own it.
- Or else, you want the players to micro-manage the dwarves, including making them happier when they are stressed. And that would necessitate some remodelling of the current interface, to include a status screen. It doesn't have to be perfect, but it would be visible at all times and reminds the player what are the big issues causing stress to the colony. If the issues are obvious like the corpse of a thousand goblins beneath the drawbridge or some miasma coming out of a pit, an easy way of dealing with said problem (maybe use a cart to haul the corpses to a big mass grave, or a way to light the pile of corpses on fire).

Also, you guys should decide whether dwarves have short or long memory, and make it coherent. For example, a dwarf can remember that he was exposed to rain for months, but they somehow forget that they should avoid the miasma in the butcher stockpile they visited 5 minutes ago and forget to change their path on the way back to NOT go through miasma again... They remember vividly being punched in the face a week ago, while they are sipping some fine mead that should make them forget about it because they were passed out drunk every night since then. It doesn't mean that having long term effects of alcohol-induced depression shouldn't be a thing, but man, they are dwarves for a reason, the liver should occupy half of their internal organs by volume.

I hope my ideas were helpfull to advance this conversation, thanks for reading me! Bay12Forums Strike the earth

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