I posted
a response to this on Reddit that some people said was good and that I should post here, so here's a copy+paste of it:
[start copy+paste]I would agree that dwarven stress is too serious of a problem right now, in a way that feels like it constrains gameplay. Some points that come to mind are the following:
- The effect of rain on dwarven mental health is blown way out of proportion. Dwarves should not be going insane after spending years haunted by the recurring memory of getting rained on that one time when they went out to collect a log and put it in a stockpile. It's not realistic and it's not fun. I get it that dwarves are supposed to prefer living underground, but this is a bad way to incorporate that into the game.
- The psychological effect of seeing corpses is probably also blown out of proportion (especially when each tooth and bone counts as an entire corpse). I get it that in real life people do get pretty disturbed by seeing corpses, particularly those of people they know, and in that sense this is somewhat realistic. However, we have to remember that this is a high fantasy game and combat is a big part of it. There are a lot more opportunities for dwarves to see corpses in the game than there are for people to see corpses in real life. Trying to give dwarves realistic reactions to this completely unrealistic level of violence is just not good balance for a game. (Additionally, dwarves lack any tools for extracting items from underwater. If a dwarf falls into water and drowns right next to a busy area, their corpse lies there just under the surface causing traumatic thoughts to every other dwarf who walks by, and the process of trying to pump out the water just to retrieve that one corpse is much slower and more complicated than is either realistic or good for gameplay.)
- Dwarves respond very negatively to the corpse of any sapient creature, even an enemy or something that doesn't resemble dwarves at all. This isn't very realistic. Dwarves should not be that upset from seeing the corpse of a goblin, troll or plump helmet man. Or at least, seeing dead enemies should give them happy thoughts about victory and security to counter their feelings of disgust.
- A lot of dwarves just have too many needs to take care of. Some dwarves might get unhappy because they didn't socialize enough, or because they didn't get enough intellectual stimulation, or because they didn't get to pray to their favorite deity enough, or because they haven't been able to let off steam in a fight, or because they haven't done anything creative, etc. Again, that may be quite realistic, but the problem here is that players don't want to micromanage every dwarf's work/life balance. Either the seriousness of this mechanic should be turned down, or some sort of additional automation should be implemented to allow dwarves schedules for doing all the various things they need to do in order to have fulfilling lives (the way they already take time off for sleeping, eating, drinking, breaks, and strange moods).
- The amount of damage dwarves cause during tantrums is pretty ridiculous, and bad for gameplay. Rebuilding random structures that get knocked down by tantruming dwarves is annoying at best, and dangerous at worst (when they decide to knock down the one drawbridge protecting you from the goblin hordes outside). In general, it's way too easy for dwarves to kill other dwarves or knock down buildings when they get upset. (When's the last time you saw somebody in real life dismantle a stone drawbridge in a fit of rage?) The escalation of tantrums should be more gradual, with more, and more effective, methods of intervention available along that route.
- There aren't really any ways for dwarves to alleviate their stress, other than complaining to somebody in charge, and that doesn't seem to be very effective. Dwarves should be able to get similar positive effects by talking over their troubles with family members, priests, philosophers, etc. There could even be dedicated dwarven psychiatrists the way there are already dedicated surgeons, that is, unless we're just assuming that priests fill that role in the medieval sort of world the dwarves live in.
- Another way of balancing mental illness is to replace most of the tantrums with suicides or suicide attempts. In real life, there are more suicides than murders; the average person is more likely to be killed by themselves than by someone else (at least in a direct sense). Giving dwarves a tendency to commit suicide rather than punching everything around them would help the mental illness component of the game feel more manageable; the loss of one unhappy dwarf, while unfortunate and sobering for the player, does not interfere much with the proper functioning of a fort the way wanton violence and demolition do. Moreover, if dwarves can fail their suicide attempts (again, highly realistic), logging these attempts in the announcements screen would help the player to identify unhappy dwarves and get them help.
- Cave adaptation, while perhaps not a major contributor to stress the way rain and corpses are, is honestly just not a fun component of the game. I'm not sure why it's there. Nobody gets any enjoyment out of dealing with it, least of all new players who don't know as much about how to arrange fort layouts. The game would probably just be straight better without it. (And with the myth/magic release coming up, there'll be a lot more opportunity for new ailments that are actually interesting to play around.)
To answer ThreeToe's specific question:
I want to know what kind of play style is causing people to quit in frustration.
My conjecture here is: Basically, treating the dwarves as workers rather than people, and not bothering to micromanage them.
Toady and ThreeToe presumably approach the game from a sort of D&D perspective because their background is in that sort of stuff. The D&D paradigm teaches you to care about every party member, to think of them as individuals and treat them accordingly. Also, Toady and ThreeToe have the time to devote to doing this ingame because the game is literally their job. The average newcomer to the game, and the average person in the Steam audience pool they want to appeal to, is
not coming at it from this perspective at all. They're coming at it from a standard gaming perspective where individuality and characterization are not emphasized, so they see the dwarves first and foremost as a workforce to carry out their commands. The villagers in Age of Empires don't get PTSD from walking past the corpse of a slain scout cavalry; the SCVs in StarCraft don't get bored because they're always mining minerals instead of vespene gas; and so on. Most players see their dwarves as having the same basic role as an Age of Empires villager or a StarCraft SCV. When you tell them how the dwarves all have personalities and react to seeing things around them, they go 'Oh, cool!', but they don't internalize this as meaning that they should treat the dwarves in a fundamentally different way. Besides which, they simply don't have the time for all that micromanagement. If you have 150 dwarves in your fort, and you spend just
two minutes on each dwarf to assign him the jobs most suitable to his personality and fill his bedroom with furniture made of materials he likes, you've just spent
five whole hours focusing on nothing but your dwarves' psychological needs. Most people just don't have the patience for that. They want to achieve something more in the span of five hours of gameplay than merely keeping their dwarves from going berzerk out of sheer depression.
(Also, it doesn't help that every new player wants to start their first embark where wood is plentiful, which is to say,
where rain is also plentiful.)[end copy+paste]I also want to say that I've skimmed through this thread and seen a number of really great replies here already. I hope the devs are reading this stuff carefully. The general sentiment about stress being way too persistent and about the creativity being sapped out of the game by the need to orient everything around keeping dwarves from becoming miserable is very on-point.
Moreover, I would recommend that the devs find someone who hasn't played the game before and
watch them play it. Only paying attention to gameplay and testimony from experts often gives a skewed idea of what's going wrong. Carefully watching a newcomer playing a game can be extremely informative. It lets developers cut through their built-up subconscious assumptions about what playing the game looks like. This is known to be a highly effective practice in software development generally.
To sum up concisely the fixes I would be inclined to implement right now, roughly in descending order of priority:
- Have negative thoughts, particularly minor ones, fade much more quickly over time. Getting rained on once for five minutes shouldn't be a source of stress a year later.
- Automate more of dwarves' psychological self-maintenance. The player shouldn't be toggling them between idleness and karoshi every time they turn a job on or off.
- Make tantrums less common and/or less destructive. (Possibly introduce suicide attempts as a less destructive alternative to tantrums, unless of course suicide is considered too touchy a topic even for this game.)
- Implement a better UI for detecting and managing dwarven stress. (The DFHack advanced labors screen is good, but something that shows specific sources of stress would be even better.)
- Ditch the entire cave adaptation mechanic.
- Make corpse disposal a higher-priority job.
- Give dwarves more outlets for their frustration: Talking over their troubles with parents, siblings, friends, priests, philosophers, drinking buddies, or even dedicated psychiatrists, rather than having to cry on the mayor (who may not be available) every time.
- Reduce the effects of seeing dead enemies or dead creatures of other races, and/or give dwarves positive thoughts of victory and security to offset the negative effects of seeing corpses after sieges.
- Give dwarves ways of praying that aren't just in temples (much less deity-specific temples). For instance, let them carry around a figurine of a deity for some religious comfort, or have a personal shrine in their bedroom.
- Give dwarves ways of getting intellectual stimulation that aren't just from books. Having an intellectual conversation with a friend, scholar, visitor, or master of a shared craft should have a similar effect as reading a good book.
- Give dwarves positive thoughts just for eating high-quality food, rather than requiring (often very rare) ingredients in their food. (A list of 'food dislikes' would probably be more realistic than 'food preferences', and easier to balance.)
- Let dwarves who miss their family members outside the fort alleviate their stress by sending/receiving messages with caravans, diplomats, or even trained messenger birds.