And then let me check your argument. So you say that the current "ASCII" is better than any other graphics technology because sprites or 3D are limited to what they depict. Yet you forget that the current mode is far more limited than the other methods. This makes no sense.
It's like a game developer in the 90s who would say "Oh, we can't make a tennis game that has photorealistic graphics... so let's just do another Pong game."
And i don't know where or when someone suggested to use separate sprite graphics to depict every kind of damage or detail. Of course this makes no sense for DF considering the amount of detail in the game. The detail overload in the game would transfer to a information overload in the graphics and this is surely not desirable.
But improving the graphics beyond simple tiles would be beneficial. e.g. there could be indicators on the dwarf sprite to show the current state, like thirsty, hungry, bad mood etc. This would be better than the alternating tiles right now.
*headdesk headdesk headdesk*
You answered the first part with the second. Of course we wouldn't have different sprites for different injuries--that's why you wouldn't have the sprites in the first place, by his argument! Anyways, sprites are as much a part of DF as rainbows and lollipops; you can mod them in, but vanilla is not like that.
Anyways, I like ASCII. I actually discovered that the hardest part of Kobold Camp, aside from the lack of stone, was the graphics! "Is this guy a woodworker or a farmer...oh, he's my miner." Also, [/serious]it keeps the rabble out. Do you want to see trolls around here?