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ecdavis | 3 years ago
There's this perception that an amazing simulation will be the basis for an amazing game.
In practice, high-quality simulations seem to be interesting but not all that fun. See: F.E.A.R.'s Goal-Oriented Action Planning (https://alumni.media.mit.edu/~jorkin/goap.html) which had to be modified to broadcast its intent to the player, because play-testers felt the game was unfair and that the A.I. was cheating.
And it also seems like players can't really tell the difference between a sophisticated simulation and a handful of heuristics with some calls to random() thrown in. From the perspective of a player who does not know how the simulation works, the latter can _seem_ like the output of a complex system. See: _Designing Games_ by Tynan Sylvester, developer of RimWorld (https://tynansylvester.com/book/).
Dwarf Fortress, I think, is the exception which proves this rule.
Anyway, I think simulations like this are really cool to build, but hard to turn into a fun game.
chongli|3 years ago
The game's legendary difficulty is entirely due to the impenetrability of its user interface and systems. When you actually finish getting through all the tutorials needed to learn how to play the game it falls flat on its face. It is quite trivial then to get a fortress up and running and produce far more food, drinks, and goods than you ever need and grow your wealth rapidly. And then when the enemy comes knocking it's quite trivial to pull up your drawbridges and line the entry halls with traps and generally grind them into a smooth red paste.
Dwarf Fortress may be a fine simulation and an interesting study in systems and a great conversation piece but it is not a very good game. It is like the Great Salt Lake of games: a hundred miles wide and a few feet deep.
seszett|3 years ago
I'd say that the point of this kind of open-ended simulation game without a clear goal is not to "win" since there is nothing to win, but to create your own challenges.
I've played a lot of these games and from Civilization II to Dwarf Fortress, just winning by using the game weaknesses has always been very uninteresting, but building a world-class city-state on an island or an above-ground wooden fortress without digging, for example, are challenges that you can create for yourself and that make these games interesting to play.
Since they are single-player, I find just "mastering the game" to maximise end-game score to be quite pointless, but that's just how I feel of course.
intended|3 years ago
In the process the ability for more familiar players to emphasize “losing is fun” is lost.
It has always been trivially easy to close all the entrances and build a safe fort.
The fun aspect is always from willingly tolerating discomfort and engaging with what the system throws on you.
Fundamentally, DF doesn’t have a win condition. By defining one as having a running a fort, the experience will be less than what the game offers.
towaway15463|3 years ago
capableweb|3 years ago
You can not like a game without saying that the game in general isn't good. It's been around for more than 10 years, and seems to be getting more and more popular, not less. The community grows, and development continues. Countless of people do find it fun, which is the most important part of a game, otherwise you won't play it.
By most metrics, Dwarf Fortress is a good game, despite its impenetrable UI and UX.
We'll also see how well received the game will be by mainstream gamers once they're done with the new UI, as it'll attract a bunch of new players then.
ramesh31|3 years ago
thom|3 years ago
ricree|3 years ago
It's also a cultural legacy left over from early versions that were more challenging but less open ended simulations.
In particular, farming required setting up an irrigation system, which required exposing your fortress to a river that occasionally spawned hostile creatures which would disrupt farming. Coupled with winters where farms went fallow, it was much easier to lose a fortress for want of basics.
Additionally, there was a progression involved where access to better metals meant digging deeper and exposing yourself to additional hazards generated from fratures deeper inside the mountain.
Most of these dangers went away in the newer system, and what other dangers were added can often be avoided more easily.
With that said, the older versions also had a lot less replayability. Once you knew what you were doing, each fortress mostly played out the same, but it did make for better progression for someone new looking for a challenge.
fennecfoxen|3 years ago
At that point it turns into a big-system management game with a variety of mechanisms to trip you up, starting with the raids and megabeasts attracted by wealth, vampire infiltration, cranky nobility, and other ways that your system turns self-destructive.
That doesn't make it a great game — it can be incredibly tedious — but, it sounds like you played until you reached prosperity, and just declared the first 1/3-of-the-game-tops as too easy.
ModernMech|3 years ago
If you’ve found a way to play the game that isn’t fun for you, just don’t play that way. Add a restriction for yourself to make it more interesting.
dash2|3 years ago
ehnto|3 years ago
Another great example is Stormworks: Search and Rescue. There's no shortage of lego-like vehicle building games, but Stormworks gives you the purpose of completing various search and rescue missions with your vehicles. From that, you suddenly have practical reasons to build things certain ways. I can build a boat in a few different games, but only in Stormworks would I need to build a boat that can extract a piece of mining equipment from the sea floor and have provisions for delivering it onto a wharf.
Barrin92|3 years ago
the F.E.A.R ai is still amazing to me after all these years. I'm surprised by the play tester reaction because even without the broadcasting of intent I think the AI felt very organic. Honestly still one of the most convincing ones to this day in shooters.
https://youtu.be/KQN3yKYkFmE
kqr|3 years ago
- Sometimes AI characters can't act on their knowledge in a way that is obvious to the player, so they might seem more dumb than they are. The fact that they can vocalise their knowledge even if they can't act on it makes it clear that they are more intelligent than they appear.
- By vocalising their knowledge about the situation, fortuitous incidents will more easily appear like consequences of AI direction, even though they were not actually related. (Narrative bias in the human.)
- Since the AI actually works with a shared mind, it can seem unnatural that each AI character knows what all the others are doing without any voice communication.
Aeolun|3 years ago
Of course, shouting ‘Grenade!’ at your enemy gives them plenty of time to get away.
ekianjo|3 years ago
There are just different kind of people who like different kind of experiences.
ok_dad|3 years ago
Buttons840|3 years ago
I've come to see one aspect of game design as "shaping randomness into more interesting and artistic forms". Just a plain rand() call is sort of interesting, you never know exactly what you're going to get, but with some art and careful shaping it can be made much more interesting.
atoav|3 years ago
thom|3 years ago
belugacat|3 years ago
Kind of like ray tracing, or voxel worlds; for the latter, Minecraft was a great example of a first game meeting that “computation required” vs “fun” slope intercept; Teardown is a more recent game that uses its voxel engine to enable novel gameplay that would be totally infeasible without it.
slightwinder|3 years ago
I think a great deal about good games is the communication of their black box of rules and mechanics. In a simulation this is especially hard, as much to communicate, and they are usually created by more techno-orientated people, which simply suck at these things. So the player is confronted with a highly complex world where things happen, but for the player it's not always obvious why something happened, which impact their actions have, and sometimes they don't even get that something happened. Thus, giving players a way to explore the rules of the simulation, and understand the state of the world they are playing, is far more important in a simulation because of it's complexity.
w-ll|3 years ago
imtringued|3 years ago
EamonnMR|3 years ago
Forgeties79|3 years ago
ecdavis|3 years ago
Strong recommend, if only to understand how RimWorld was designed and built.