Ah, I think I get it - I chose a location to dig a hole in the ground, and now, having dug a hole in the ground, I have a Dwarf Fortress. Now the map is punctuation marks, with a few happy faces scattered around. Possessing little knowledge of what that place is, how I will get there, or what I'll find upon arriving, I steel my nerves for the worst. I embark, and the game warns me to prepare carefully for the journey to "Atêkirth". Options have opened up to "embark" or "find desired location". It's not clear what they've done to deserve that adjective, but it's a morale high point, so far. Here there are no trees or vegetation but the surroundings are "mirthful". My HUD, so to speak, would have me believe they are the "badlands". I spot some square root signs in the "distance". Playing this game is, visually, not entirely unlike reading a quantum physics textbook. As far as I can see, I'm moving from one obscure symbol to the next. Our hero awakens in unfamiliar typographical surroundingsĪs my first playthrough begins, I find that I can move around the screen, but I'm not sure to what end. This is admittedly extreme, but I wanted to begin at the bottom to let the game be its most challenging, and then work up from there. There are instructions within the game, and without in the form of wikis and forums, but I wanted to begin at the most basic level, if only to come at the game from a recently trendy (if controversial) design paradigm on discoverability that's flowed from mobile apps to many new indie games: "if you see a UI walkthrough, they blew it". And I learned one thing well: Dwarf Fortress is not a game that will hold your hand.ĭisclaimer: Graphical skins and other such add-ons can make the game more palatable, but for the purposes of this piece, I attempted to play it in its original, stripped-down state. I'd experiment and explore, seeing what I could ascertain from the user interface and environment and making as much progress as I could by my wits alone. I set a goal of doing my legit best to avoid using external guides or hints and to hold off using internal explanations unless I felt lost. I decided to give the game ten hours of my life. It's a puzzle constructed in code, a throwback to games like Kroz. Its cast and environments are all rendered in coloured characters of ASCII symbols (apostrophes, letters, mathematical symbols). Not only is the game complex, with endless intricacies to the controls and systems, but it's incredibly archaic-looking, especially for a game released this millennium. In a profile of the game's co-creators, the New York Times described Dwarf Fortress as "a series of staggeringly elaborate challenges and devastating setbacks". This includes all the implied strategy and resource management: assigning jobs, collecting and storing goods, building and using structures, and eventually defending yourself against other civilisations. A short time later - kaboom.įirst devised by its two obsessive creators in 2002, Dwarf Fortress involves taking a band of dwarves and building them into a miniature civilisation. One of his many fortress death spirals began, as the downfalls of society often do, with an immigrant dwarf who suddenly succumbed to a "secretive mood". How complex? In the game's discussion forum, one player asserts that after 120 failed games, he can finally "get into the swing of things". Dwarf Fortress is one of the most complex computer games in the history of computer games.
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