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Dwarf Fortress: An actual look at graphical improvements

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Re: Dwarf Fortress: An actual look at graphical improvements

#131
post #23
post #10

I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.

In addition to DF I also play Dungeon Crawl Stone Soup, a venerable (and actively developed!) roguelike with the classic ASCII look, and I'd like to present a counterpoint: once it became possible to play DCSS online using the graphical tiles interface rather than the ASCII look, new players overwhelmingly prefer the graphical. Stats that I have seen indicate >95% choose the graphical tiles. I myself still play both…

>new players overwhelmingly prefer the graphical

Maybe because they're not used to ASCII look? What are the stats for old players? The tiles version has laughably low information density, I can't imagine playing it for any extended period of time.

Re: Dwarf Fortress: An actual look at graphical improvements

#132
post #21
post #10

I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.

I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

> I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

Seems fairly obvious to me. The creator is playing to his strengths.

Re: Dwarf Fortress: An actual look at graphical improvements

#133
post #131
post #23

Earlier quoted context omitted.

In addition to DF I also play Dungeon Crawl Stone Soup, a venerable (and actively developed!) roguelike with the classic ASCII look, and I'd like to present a counterpoint: once it became possible to play DCSS online using the graphical tiles interface rather than the ASCII look, new players overwhelmingly prefer the graphical. Stats that I have seen indicate >95% choose the graphical tiles. I myself still play both…

>new players overwhelmingly prefer the graphical Maybe because they're not used to ASCII look? What are the stats for old players? The tiles version has laughably low information density, I can't imagine playing it for any extended period of time.

> What are the stats for old players?

Well, the stats for old players are subject to survivor bias.

> The tiles version has laughably low information density, I can't imagine playing it for any extended period of time.

I cannot speak for DF specifically, because perhaps the tiles do indeed have bad distinguishability, but from purely an HCI point of view images can contain a lot more visual information than a single character glyph + a color can, so that does not hold up generally.

What may apply to you is that you have already learned to "read" the ASCII mode, and therefore have to spend less conscious effort to make sense of it than of the tiles version, and that it therefore is indeed easier for you to play in.

Re: Dwarf Fortress: An actual look at graphical improvements

#134
post #19

One day when I am retired and my kids are grown up I will have the proper bandwidth for DF and play it. Until them I am an admiring fanboy from afar.

That's my thought but for Eve Online. I've read and heard about it, and the idea of it fascinates me. However I just dont have the time required to dedicate to it.

Same for DF and EVE. :D

Re: Dwarf Fortress: An actual look at graphical improvements

#135
post #21

Earlier quoted context omitted.

I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

Some people play games for the gameplay, and the ASCII graphics allow them to project their imagination and obtain any fantasy world they want. The rest of the people play Call of Duty and FIFA, and would be hard-pressed to ever leave their comfort zone.

In my experience, it's the people playing ASCII games that are more likely to be stuck in their comfort zone.

Re: Dwarf Fortress: An actual look at graphical improvements

#136
post #2

Nice to see the classic getting some modern graphics. I love text based games, but something as complex as DF really benefits from graphics that can make it easier to determine what is going on on the screen.

It might feel like that but you have to learn how to see the matrix. You have 256 characters and 256 colors to encode each and every entity in DF using only CP437 characters. That's more than enough to be able to tell all the things apart with a single glance.

Re: Dwarf Fortress: An actual look at graphical improvements

#137
post #45

Earlier quoted context omitted.

I personally agree. A lot of those disagreeing with you find the ASCII graphics to be a barrier to initial entry, which is true, but it is a barrier that you can overcome quickly and feel quite comfortable with. On the other hand, having spent many hours with the game, the UX issues you mention are what block me from building fluid muscle memory and being able to really get into the game.

Graphics is not the main issue here. There are other issues that are much more important. Like the jobs interface. I don't want to have to run Dwarf Therapist alongside it, when games like Rimworld and ONI manage just fine.

Yeah Rimworld does pretty well. I wish it had Z-levels, so I could, like, master the technology of "the basement", but in terms of user interface it's pretty good. There are some mods that improve on vanilla's interface, but the default UX is still solid.

Re: Dwarf Fortress: An actual look at graphical improvements

#138
post #48
post #21

Earlier quoted context omitted.

I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

The thing is, it's really not. Granted, I always used the Lazy Newbie Pack which gave you basic tiles, but once you get used to ASCII, things tend to be a lot easier. Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics. Remember, each creature has a bunch of parts with individual health, each tile can get stained by various materials (that can spread disease) and ev…

I can get the same thing with Rimworld. The dude devs the thing for free and he can do what he wants. But I'm not going to pick troll husbandry or dwarven venereal disease over a usable user interface when it comes to what I spend time gaming on.

Re: Dwarf Fortress: An actual look at graphical improvements

#139

Dwarf Fortress strikes me as a game that would benefit from a strong engine / UI split, with an API for querying the world state. That said, DFHack is probably sufficient for this purpose. https://docs.dfhack.org/en/stable/

I haven't used it, but Dwarf Fortress Remote for iOS seems to accomplish this somehow; the whole UI is iOS native. Obviously there's no official API, but the developer has somehow managed to achieve something similar. https://apps.apple.com/us/app/dwarf-fortress-remote/id100366...

I just got this, thanks to you. Appreciate it!

Re: Dwarf Fortress: An actual look at graphical improvements

#140
The actual changelog of this game is legend.

- "Dwarves form grudges with animals"

- "Flying creatures stop flying, fall to the ground, and explode"

- "Knocked out teeth dont bleed"

- "Rodent men don't use their new teeth to bite."

- "Eyes can't be gouged out"

https://www.bay12games.com/dwarves/mantisbt/changelog_page.p...

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