Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We turn to the Steam version of the game and especially talk about how a more graphical presentation changes the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
2 - 8 hours (Tim - Brett)
Issues covered: starting over, an unhappy bard who you just can't make happy, the necromancer who injured himself in a ravine and who raised an undead to defend him, exploring the game's systems to try and make her happy, goals that arise indirectly, the accomplishment of making her happy, abandoning saves, letting the simulation run, walling in your staircase and the art being unclear, 500K events, the history of the world, watching the world be built or discarded, being curious about a smaller world, resource pressure, task management, a relatively frictionless first year, the leap of graphics, zooming up through the canopy, seeing your floors, realizing what things represent, going narrow so you can go deep, generating stories, hidden personality variables, dating sims, adding pressure by adding a bunch of new dwarves, meeting areas, a starving cow, so many timers and spinning many plates, the evocative melancholy of the music, games from our childhood.
Games, people, and influences mentioned or discussed: Animal Crossing, Black & White, Chris Corry, Andrew Kirmse, Valheim, Minecraft, Kitfox Games, Starfighter, Chris Crawford, Rimworld, Populous, SimCity, Tarn Adams, Colin Tougas, Pokemon Red/Blue, Wizardry (series), Ultima (series), Eye of the Beholder, Etrian Odyssey (series), King's Quest, Space Quest, Tetris, Lode Runner, Ultima Underworld, Docobron, Final Fantasy IX, Super Mario World, Metal Gear Solid 3, Chrono Trigger, The Witness, Artimage, Kirk Hamilton, Aaron Evers, Mark Garcia.
More DF and our takeaways
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub