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Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: May 25, 2021, 09:20:09 am »
A significant difference between DF and RimWorld is that RimWorld has an ending, a goal. Leave the planet. It's not intended to be primarily an indefinite colony simulator ala Dwarf Fortress. That may not sound like much, but that decision has a significant influence on all aspects of a games design. It's described a story generator, but that story has set beginnings and endings (Start as Crash or Tribe, End as Leaving the planet or Dying).
The mechanics exist to make achieving that goal enjoyable and challenging, the UI exists to aid in working with those mechanics to achieve that goal. Even the DLC adds a new way of achieving that goal, and a bunch of mechanics as rewards to help you down that track. Titles and Nobility are intended to be step rewards guiding you on the way to an ending, not ending rewards or standalone gameplay additions in themselves.
RimWorlds UX design isn't amazing. It's okay enough for getting to that goal and interacting with the mechanics.
The mechanics exist to make achieving that goal enjoyable and challenging, the UI exists to aid in working with those mechanics to achieve that goal. Even the DLC adds a new way of achieving that goal, and a bunch of mechanics as rewards to help you down that track. Titles and Nobility are intended to be step rewards guiding you on the way to an ending, not ending rewards or standalone gameplay additions in themselves.
RimWorlds UX design isn't amazing. It's okay enough for getting to that goal and interacting with the mechanics.