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Great Dwarf Fortress interview

Gambler

Augur
Joined
Apr 3, 2006
Messages
767
Very interesting; and unusual. The guy doesn't... well... assume any roles. He actually thinks about the questions and answers them, rather than giving some kind of canned reply, that goes well with the expectations.

It's kind of funny that many people, who design very good games, don't see their most interesting parts as primary goals. I wouldn't say that persistent world is such a major part of DF. What makes it interesting (at least for me) is that the structure of your settlement kind of changes with time. This constantly creates new tasks for me as a player. I start with an outpost, then suddenly I need to create offices for nobility and draft a fortress guards. Those things aren't just some fluxes of the environment, they are designed to happen.
 

asper

Arcane
Joined
Nov 14, 2007
Messages
2,207
Project: Eternity
Yeah, I agree. Often the most interesting parts of any work of art are not something the creator really focused on...

I'm a bit apprehensive about Toady's "whole-world" simulation idea... The fortress design and management part is more or less DF for me, I've never played adventure mode. It's nice though that he is really pushing the envelope, with these seemingly over-the-top ambitions (which only seem over-the-top because the gaming industry has brainwashed me not to expect anything from games anymore)
 

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