Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Several hours of the latest version of the game
Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elevation levels of the world, planning ahead, the responsiveness of the dwarves, increased tick rate and the way it impacts play, communicating state of what the dwarf is up to, how the game might do on Steam, the appeal of life simulation games, emergent stories, a child playing with the trash, adding dialog for trade, giving goals or quests without a quest system, making a thing out of the trade panel, the tradeoff of fidelity and simulation, the benefits of Moore's Law, games we have a hard time playing now, liking problematic things, the sign that a thing is a problem from another's perspective, simple mechanics that work, increasing the fun.
Games, people, and influences mentioned or discussed: Monkey Island, Grim Fandango, Halo, World of Warcraft, APEX Legends, Fortnite, SimCity, Lynx, Lexis-Nexis, DOS, Linux/Unix, Emacs, Indiana Jones and the Temple of Doom, Minecraft, Populous, Civilization, RimWorld, The Sims, Will Wright, DOOM (1993), Cities: Skylines, Fallout, Farmville, Skyrim, Flight of the Conchords, Colin Tougas, GTA III, Pokemon Red/Blue, Hideo Kojima, Metal Gear Solid, Dragon's Lair, Tron, Death Stranding, Jarkko Sivula, Rogue, Dark Souls, RPG Maker, Unity, Godot, Uncharted, Mainichi, Mattie Brice, Microsoft Powerpoint, Sierra On-Line, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
The Steam Version
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com
DGC Ep 275: Bioshock (part one)
DGC Ep 274: Ratchet & Clank Bonus Interview with Brian Allgeier
DGC Ep 273: Ratchet & Clank (part five)
DGC Ep 272: Ratchet & Clank (part four)
DGC Ep 271: Ratchet & Clank (part three)
DGC Ep 270: Ratchet & Clank (part two)
DGC Ep 269: Ratchet & Clank (part one)
DGC Ep 268: Final Fantasy VI (part nine)
DGC Ep 267: Bonus Interview with Sebastian Deken
DGC Ep 266: Final Fantasy VI (part eight)
DGC Ep 265: Final Fantasy VI (part seven)
DGC Ep 264: Final Fantasy VI (part six)
DGC Ep 263: Final Fantasy VI (part five)
DGC Ep 262: Final Fantasy VI (part four)
DGC Ep 261: Final Fantasy VI (part three)
DGC Ep 260: Final Fantasy VI (part two)
DGC Ep 259: Prince of Persia Bonus Interview with Remi Lacoste!
DGC Ep 258: Final Fantasy VI (part one)
DGC Ep 257: Prince of Persia Sands of Time (part four)
DGC Ep 256: Prince of Persia Sands of Time (part three)
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