12376
General Discussion / Re: Vector's Chill and Relaxed Progressive Rage Thread
« on: August 15, 2011, 09:11:21 pm »
Fair enough; agreed.
April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
I'd read the comments in the thread.Bah, comments?
Doctors telling people to lose weight to fix their damaged knee by running? That is stupid.
The thing is that doctors will tend to blame problems on whatever the first likely visible cause is, and obesity is correlated with enough things that it's way, way too convenient to use for that.So you're saying they should ignore it and investigate less likely causes first?
Revision history
11:26, 11 August 2011 88.85.37.233 (talk) (1,543 bytes) (OH PLEASE, STOP REFERENCING MY LITTLE PONY)
If breaking this is really your goal, what you should be aiming for is making it law then men need to take at least 6 months off work to care for your children. THEN watch the situation change.You have no idea how ecstatic I'd be if something like that were put into effect.
But no, you'd never see anyone pushing for a law like that because it is reasonable, effective (it would actually accomplish the stated goals, and fairly quickly), and justifiable (parents SHOULD have to spend time taking care of their children if they decide to have children).
This requires world generation, or at least site generation, to arrange things according to metagame concerns: how rewarding and/or challenging is this feature for the player? Which is fine--roguelikes have been doing that for ages, putting shinier loot and tougher monsters at deeper levels of the dungeon. But around here, that suggestion will be met with a lot of snorting about how "gamey" and unrealistic and lacking in Procedural Generation Magic it is*.These things don't have to be mutually exclusive. For example, I don't think iron and flux (mainly found in sedimentary layers, near the surface) should be moved further underground simply because steel is the second best metal. All the "real life" stuff can stay simulation. There's room however for "gamey" things with the exotic and fantastical parts of dwarf fortress. Exotic metals have been suggested, which could be found on lower map layers. Another source of valuable material could be from cavern monsters themselves; why couldn't a strange and weird monster's hide from the hidden depths be as strong as steel? Why not make their bones create very strong weapons? Things other than metal are underutilized in DF, I think, so making risks and rewards to flesh out the leatherworking/bone carving/etc industries would be quite interesting.
Everyone needs to stop whining about that and get behind the idea of an explicit difficulty curve associated with depth. Yes, like the 2d version.
I note with minor amusement that we've just recapitulated the gamist/simulationist debate in RPG design. So think of it in those terms. If this were a tabletop RPG, the GM could draw a map of the world and randomly choose a location that has a portal to hell. Then you'd point to a spot on the map to build your fortress, and most likely not hit the portal to hell. But that's bad GMing. A good GM will have you pick a location, and then decide that that's where the Hellmouth is.**I'm not sure that's the goal with dwarf fortress. From what I've gathered, it's meant to be a world simulator where you make the story. Not a game master (real or procedural).
So I'd say what we need is a procedural gamemaster: an algorithm that manages the world, or the corner of it where the player is operating, to present challenges and rewards. It doesn't have to be a Hellmouth--I'm all for lost civilizations, forgotten beasts, exotic minerals, and secret networks of dwarven roads. But the game can't just pregenerate a world and then expect me to prospect around for a site that's not boring.