[HN Gopher] Dwarf Fortress Update - Tutorials and Tooltips
       ___________________________________________________________________
        
       Dwarf Fortress Update - Tutorials and Tooltips
        
       Author : capableweb
       Score  : 197 points
       Date   : 2022-06-08 13:44 UTC (9 hours ago)
        
 (HTM) web link (www.kitfoxgames.com)
 (TXT) w3m dump (www.kitfoxgames.com)
        
       | xwdv wrote:
       | Personally I don't care about the graphics they are cool but the
       | one feature I wish DF would have instead is being multi threaded
       | to take advantage of modern processors with multiple cores.
       | 
       | There comes a point where you just can't play anymore because
       | everything is way too fucking slow.
        
         | outworlder wrote:
         | Simulations are notoriously difficult to parallelize. You
         | always have a bunch of things all dependent on the results of
         | one another.
        
         | kibwen wrote:
         | Sadly this will probably never happen. Tarn is no slouch as a
         | coder, but he's an old school C programmer working on a
         | massive, legacy, single-threaded C++ codebase. Introducing
         | useful and stable multithreading to similar codebases has taken
         | teams of programmers years to achieve.
        
           | hyperman1 wrote:
           | I heard the pathfinding is slow, and that's almost readonly
           | and very parrallel. So a model where the game only threads
           | this part might be a first step.
           | 
           | Talking as someone who knows nothing from the codebase here,
           | of course.
        
       | mabbo wrote:
       | Dwarf Fortress has always been a brilliant lesson in UX.
       | 
       | It answers the question: what if you had a great product, but the
       | user experience was the worst possible choice in every single
       | way, but all functionality still existed and worked?
       | 
       | It turns out some people will _still_ use the product.
       | 
       | I'm excited to see what happens when the UX is also reasonable.
        
         | joemi wrote:
         | It might not be the best UX, but it's certainly far from the
         | worst.
        
           | mabbo wrote:
           | > but it's certainly far from the worst
           | 
           | I'm scared to ask this, but what is _worse_?
           | 
           | And I say this as someone who has lost hundreds of hours to
           | Dwarf Fortress.
        
             | joemi wrote:
             | I guess it kind of depends on how you mean it, but I think
             | there are many worse things... I've used software where
             | actions that should be a single step are two or three steps
             | (like a "click OK and now confirm that you clicked OK" for
             | an inconsequential step out). I've played games with
             | intentionally difficult UI, like QWOP. There are a few
             | Windows computers at my work which are a bit older and when
             | you go to open a program, nothing apparently happens, so
             | you instinctively click again, and again nothing happens,
             | so you either click again or wait a while, and then finally
             | your web browser (or whatever) opens, but you get several
             | windows open since you clicked it a few times, and this
             | happens every time, just due to the way the UI delay
             | happens. Also, there are experimental designs like
             | https://userinyerface.com/ which illustrate brutally
             | terrible UX.
             | 
             | So, in my experience, the Dwarf Fortress UX is definitely
             | complicated and isn't easily discoverable, but at least it
             | does what it's supposed to. It doesn't infuriate me the way
             | that some things (especially truly poorly designed things)
             | do. This is why I claim it's far from the worst.
        
             | 542458 wrote:
             | Aurora 4X is pretty bad - it's as confusing as DF, but much
             | more clumsy to use. Some dungeon crawl games have
             | incredibly opaque UIs. System Shock 1 (non-enhanced) feels
             | really, really terrible now, but I'm not sure it was as bad
             | at the time.
             | 
             | I'm not sure those qualify as worse than DF though. Depends
             | on your definition of worse, I guess.
        
         | izend wrote:
         | Much fewer users though... If Dwarf Fortress magically had the
         | UX they are working on now back in 2012 it would be worth at
         | least $50million+
         | 
         | Now, the fact they skipped working on the UX until now allowed
         | Tarn to implement very difficult crazy features Z-level
         | fortress layers and Fluid Dynamics.
        
           | ctvo wrote:
           | > If Dwarf Fortress magically had the UX they are working on
           | now back in 2012 it would be worth at least $50million+
           | 
           | And how did you come up with that 50 million USD number? Is
           | it multiplayer? Can a major corporation use it to target a
           | young audience demographic? Will there be a mobile version or
           | micro transactions?
        
             | kjs3 wrote:
             | If it had all that, someone would say it was worth $1b+.
        
           | revolvingocelot wrote:
           | >the fact they skipped working on the UX until now allowed
           | Tarn to implement very difficult crazy features Z-level
           | fortress layers and Fluid Dynamics
           | 
           | Not sure how seriously this was meant, but I unironically
           | agree. I learned, _while still in college_ , never to mock up
           | a "working" polished UI lacking all the complex backend, just
           | to show the client how it'll look when it's done. To the non-
           | computerati, the metaphor is a tradesman working on
           | renovations. If you don't make development versions look
           | _and_ feel like crap, the normies won 't accept that it's not
           | "almost ready".
           | 
           | Tarn's priorities here drive away most people, and filters
           | for the sort of person who thinks "modern graphics library"
           | means "ncurses".
        
           | bombcar wrote:
           | The Z-level stuff is so ingrained into me as a default (I
           | started playing just before it was added) that it's amazing
           | to think that some of the most famous DF stories are from
           | before it was added.
        
             | NhanH wrote:
             | So what was it like before the Z-level stuff? Only the
             | surface and one level below that?
        
               | Arrath wrote:
               | Pre-Z DF was basically a side-scroller. Surface was map-
               | left, there was a cliff face, and the further map-right
               | you went was 'deeper'
        
               | jtolmar wrote:
               | The left was outside, the mountain face was basically a
               | vertical line, and all the things we associate with
               | "deeper" were found further and further to the right of
               | that line. Some ways in you'd find an underground river
               | (which floods when you first find it), then a chasm
               | (enemies spawn from here), then a magma river, [spoilers
               | for ancient versions of DF start now] eerie glowing pits,
               | and finally adamantine. Finding adamantine made the king
               | show up and demand you mine more and more adamantine, but
               | the more you mined the more likely you were to have your
               | fortress suddenly end in a cutscene.
               | 
               | All these fixed elements gave the game a specific
               | progression of increasing rewards and challenges, and a
               | guaranteed story arc for the whole fortress.
        
               | drewcoo wrote:
               | https://www.dwarffortresswiki.org/index.php/Bloodline:Boa
               | tmu...
        
               | danaris wrote:
               | From what I've seen, it was fully 2-D: the "surface" was
               | to the left, then you hit the mountain face, and the
               | further to the right you went, the deeper you were, until
               | eventually you breached the proverbial Hidden Fun Stuff.
        
               | RugnirViking wrote:
               | No, the surface was at one side of the map, and you kept
               | tunneling through to the side
        
             | Workaccount2 wrote:
             | What is the z-level stuff? Haven't you always been able to
             | move through layers up/down?
        
               | bombcar wrote:
               | Nope, that was added in Dwarf Fortress in 2008 (and it
               | was a huge change at the time).
        
               | Arrath wrote:
               | Sometimes I miss the predictable and ensured progression
               | as you tunneled into the mountain and got farther from
               | natural light.
               | 
               | Underground river -> Chasms -> Magma -> Bad Things(tm)
        
               | jml7c5 wrote:
               | I almost prefer it, I think! It felt much more like a
               | proper story game with a challenge rather than the modern
               | result of "The Sims, but dwarves". A single Z-level may
               | be too austere today, so perhaps a modern iteration could
               | use the same layout but with three or four Z-levels. I
               | wonder if there's a way to replicate that today with some
               | map editing...
               | 
               | The real trouble I had with the old versions was the
               | inability to build walls. As I recall, once you dug
               | something out it was dug forever.
        
               | bombcar wrote:
               | It used to be you could be almost completely safe if you
               | just stayed in the upper z-levels and didn't dig too
               | deep, but with the caverns update you now can find
               | various types of fun imported directly to your back door.
        
               | R0b0t1 wrote:
               | Sometimes you have the fun, sometimes the fun has you.
        
               | AngryData wrote:
               | When you generate your world you can change the amount of
               | layers per layer zone.
               | 
               | I don't know the minimum off hand but it is probably
               | around 6 normal stone or cave levels, minus the levels
               | used for open sky space and magma sea which I don't know
               | the minimum for. Trees are multilevel now and I don't
               | know that they will grow on a single layer.
        
         | jeffwask wrote:
         | > It answers the question: what if you had a great product, but
         | the user experience was the worst possible choice in every
         | single way, but all functionality still existed and worked?
         | 
         | I feel like this describes every Bethesda game.
        
           | sliken wrote:
           | I've seen terrible game UIs, but DF seemed to take it to a
           | new level. Like say for instance a dozen or so ways to select
           | units.
        
             | Arrath wrote:
             | Are there still, like, 3 commands to look/inspect/view
             | contents or did those finally get condensed?
        
               | sliken wrote:
               | Heh, dunno, never got into it, but was curious. Been
               | following progress, and plan to tinker once the steam
               | version with a full GUI have been released.
               | 
               | The blog updates have been amusing, things like dying
               | cats from soaking up too much beer in the pubs. Various
               | bugs and non-bugs that result in crazy events. Many
               | amusing stories, etc.
               | 
               | I love the idea, but didn't want to invest that much time
               | in learning the UI.
        
               | gs17 wrote:
               | If we're thinking of the same interactions, the current
               | (texty) version still has those.
        
             | ZetaZero wrote:
             | There is a reason why Tarn asks for donations every month,
             | and Notch is a billionaire.
        
               | sliken wrote:
               | Indeed, they moved from occasional donations to steam in
               | an effort to get a reliable income stream and be able to
               | afford health insurance.
        
               | LAC-Tech wrote:
               | Because people love 3d real time first person games?
        
         | EnKopVand wrote:
         | I was under the impression that people use their own UIs on top
         | of it. Sort of how some people use the fumbbl client.
         | 
         | Which are sort of effective ways of "outsourcing" the UI
         | development on projects where you don't have the funds (or the
         | talent) to make a great UI.
        
           | bombcar wrote:
           | The _graphics_ people often change, though technically the UI
           | would remain the same (keyboard characters, etc).
           | 
           | However, there are additional tools that let you do "bulk
           | actions" by directly editing the Dwarf Fortress memory while
           | it is running - these are technically a UI bypass.
           | 
           | The actual UI is just difficult to learn but once you do it's
           | surprisingly easy to use - it's consistent in its own
           | inconsistent way.
        
             | jandrese wrote:
             | I would think things like Dwarf Therapist are a good
             | example of the community trying their best to improve the
             | UI despite the roadblocks put up by the developer.
        
               | bombcar wrote:
               | Yeah, what we need is DFaaS, where the engine is
               | converted into various API calls and anyone can make a
               | front-end for it.
        
               | lom888 wrote:
               | I am a DF obsessive. Many thousands of hours spent
               | playing the game over the past 12 years, it is my
               | favorite game by far. I've also had numerous abortive
               | attempts to learn how to code. It humbles me to think
               | that people find the UI so difficult to use that they'd
               | sooner spend time coding another one.
        
               | bombcar wrote:
               | This is the problem - those who can code usually end up
               | learning DF "well enough" and many of those who complain
               | about the UI wouldn't even play it with another UI. I
               | personally never really found the UI that big of a
               | hindrance; it's like learning Lotus 1-2-3 shortcuts.
               | 
               | This "sell it on steam with a GUI" is actually brilliant,
               | because lots of people will _buy_ it and some will play -
               | but it gives those who like the idea but don 't actually
               | want to play an excuse to give Tarn money.
        
               | crooked-v wrote:
               | > and many of those who complain about the UI wouldn't
               | even play it with another UI
               | 
               | I feel like that's a stretch. Just look at how many
               | people play Rimworld, which has a fundamentally similar
               | concept but much, much easier to understand UI/UX.
        
               | R0b0t1 wrote:
               | I think he should sell it but open source it enough to
               | allow mods or an engine rewrite. I think capturing his
               | creative output w.r.t. game inclusions could still make
               | him some money.
               | 
               | The game is kinda gimped because he doesn't know how to
               | multithread it.
        
               | [deleted]
        
               | cyberpunk wrote:
               | dfremote was close to this, it was very nice on my ipad
               | with the apple pencil. Sadly we've not had updates in
               | some time and I think the developer has moved onto other
               | things [0].
               | 
               | 0: http://mifki.com/df/
               | 
               | edit: In that with dfremote, df itself runs in a docker
               | container on a server somewhere, and the UI is running
               | entirely on your ipad.
        
               | AngryData wrote:
               | Personally I like the dwarfhack version that allows you
               | to use a Dwarf Therapist style ui within the Dwarf
               | Fortress UI without leaving game focus.
        
         | simonw wrote:
         | I first learned this lesson from Napster ~1999/2000.
         | 
         | The Napster UI was terrible - almost completely
         | incomprehensible. And everyone I knew, including my least
         | technical friends, was using it. Because getting music for free
         | was worth dealing with any UI.
         | 
         | Second time was MySpace customization: you had to paste your
         | own CSS into the "about me" profile box! And people figured it
         | out, because having a custom profile was desirable enough that
         | it was worth it.
        
           | tomcam wrote:
           | There's some kind of lesson we maybe haven't absorbed
           | properly. Millions of people learned crazy shit like WordStar
           | before Word, then MS-DOS before Windows, and then building
           | websites by hand using HTML. Millions.
           | 
           | Of course I completely recognize that improved software
           | increased these markets by orders of magnitude, but to this
           | day I remained fascinated that regular people managed to use
           | such primitive tools for so long.
        
           | anyfoo wrote:
           | Was it? I hardly remember, but searching for old screenshots
           | from the time, it seems pretty straightforward... are those
           | later clients already? Did you have any particular gripes?
        
         | montagg wrote:
         | It's one of those stories people can turn into whatever
         | conclusion they want:
         | 
         | - DF is still a great game, so good UX in games doesn't mean
         | anything.
         | 
         | - DF is still a niche game, so good UX in games is essential.
         | 
         | Caveat: I'm a UX designer who absolutely loves DF and is
         | saddened by how many people may never find out how great it is.
        
           | Natsu wrote:
           | The original DF UI reminds me of vi, both good and bad.
        
         | Der_Einzige wrote:
         | Well, what's interesting is that Rimworld has a good UI/UX and
         | has the same formula/gameplay loop at DF. Last I remembered, it
         | had _the highest_ user rating on steam for awhile. Many,
         | including myself, consider it as one of the greatest games ever
         | made.
         | 
         | DF is also occasionally listed as a contender for "best game
         | ever made" - but the fact that it's inaccessible will always
         | force it to be obscure and nearly mystical among gamers. I'm
         | also convinced that the modding community in rimworld has
         | overtaken its DF equivilant, meaning that modded rimworld is
         | probably more filled with content (and therefor, emergent
         | possibility) in 2022 than DF-with-mods is...
         | 
         | ---------------------------
         | 
         | I always thought that Dwarf Fortress should be compared to
         | Cataclysm: Dark Days Ahead (CDDA) on the UI/UX front.
         | 
         | I think CDDA is the gold standard for ASCII/CLI/TUI style of
         | control - and I find that I can extremely quickly do things in
         | that game all on my keyboard, almost like a tiling window
         | manager.
         | 
         | I'm sure this sort of nirvana is possible with Dwarf Fortress
         | (with the LNP) - but I was unable to achieve it, despite having
         | sunk over 500 hours into rimworld and nearly as much in CDDA
         | before playing DF.
        
           | ravi-delia wrote:
           | I've played RimWorld modded to hell and back, and got maybe
           | 20% of the way towards vanilla DF. That's not to diss
           | Rimworld of course, it's probably my favorite game and has a
           | different focus than DF. But in terms of pure emergent
           | complexity, Rimworld has it incidentally and DF has
           | essentially nothing else.
        
       | lazzlazzlazz wrote:
       | They're doing a better job that I expected. Very happy to sponsor
       | this project on Patreon.
        
       | cletus wrote:
       | I have enormous respect for the systems, complexity and emergent
       | behaviour (eg [1]) that these two guys have created over
       | _decades_ at this point and continue to create.
       | 
       | But I just cannot get into DF in the way I would like. Even with
       | Dwarf Therapist, custom tile sets and so on it's still a
       | management nightmare. I am told some people just have a lot of
       | idle dwarves. It always struck me as there were too many dwarves
       | before you've created any sort of structure.
       | 
       | I got to a point where I needed a militia to defend against some
       | monster and that was going to be a whole new system I'd heave to
       | learn, assign dwarves to, suplly and manage and I was like "this
       | is too much".
       | 
       | I know failure is the default mode (and some consider
       | inevitable). It's a cool feature that if you play again on the
       | same world you can find your old ruins.
       | 
       | I wish this were in a form where a community could contribute to
       | and build this out because I think it could really help. I
       | understand these guys derive an income from it and I support them
       | in that. It just seems like there's so much missed potential
       | here.
       | 
       | Some good iconography would go a really long way. If dawrves were
       | wandering around with symbols above their heads showing they were
       | hungry, thirsty, sad or whatever without having to inspect them
       | you could communicate a lot of information. You might be able to
       | see you have a food shortage problem or why dwarves have wnadered
       | off looking for food. Or even that they're just bored.
       | 
       | If you were looking at dwarves you could see that they're your
       | militia or your farmers or your miners. Not visually conveying
       | information just seems like a massive missed opportunity.
       | 
       | [1]: https://www.eurogamer.net/why-dwarf-fortress-started-
       | killing...
        
         | pwillia7 wrote:
         | Check out Rimworld for something more digestible
        
         | outworlder wrote:
         | My problem is a very close one - handling the waves of migrants
         | the game throws at you. Even with Dwarf Therapist, there's just
         | way too many jobs to keep track of. I'm kinda ok with idle
         | dwarfs if everything is being attended to. I would generally
         | take idle dwarfs and turn then into a militia.
         | 
         | It seems my fortresses start to break down at around the 30
         | dwarf mark, but after 10 it already starts to run not-
         | optimally.
         | 
         | Had better luck with Rimworld as generally it takes a while to
         | build your numbers.
        
         | bombcar wrote:
         | There's a config option to limit the total max number of
         | dwarves, which can help (though mainly on peaceful or similar
         | starts - obviously you can't fight a war without dwarves).
         | 
         | I believe the dwarves now will flash some various icons (in the
         | text mode they'd flip between the dwarf character and a
         | downwards red arrow, for example) but it's usually when they're
         | almost dead of whatever it is.
        
         | drewcoo wrote:
         | Losing is fun!
         | 
         | https://dwarffortresswiki.org/index.php/DF2014:Losing
        
         | feoren wrote:
         | > It always struck me as there were too many dwarves before
         | you've created any sort of structure.
         | 
         | Agreed, which is why the first thing I build in any new
         | fortress is a giant wall around my fortress with only one way
         | in: a long retractable bridge over a giant pit of death. When
         | new migrants arrive before I'm ready, I flip the switch as
         | they're crossing the bridge. Rather gruesome, but I do get all
         | their stuff and my fortress gets a reputation for being
         | dangerous, so fewer migrants show up.
        
           | ravi-delia wrote:
           | See this is why DF absolutely should not be fixed. What would
           | it be without a murderdrawbridge?
        
       | synu wrote:
       | That's a nice looking tile set. Did they update the default at
       | some point?
        
         | Shared404 wrote:
         | I believe this is for the Steam release, which will have a
         | graphical default tile set iirc.
        
         | juice_bus wrote:
         | This is for the steam release of Dwarf Fortress - it is getting
         | an official UI overhaul!
        
           | sprkwd wrote:
           | Do we have a release date for this yet?
        
             | bjelkeman-again wrote:
             | I don't think so. I am on their mailing list.
        
               | alexktz wrote:
               | Breathes loudly in Factorio and Rimworld noises until
               | then.
        
             | ravi-delia wrote:
             | Aiming for August, or so I've read
        
             | AngryData wrote:
             | No but they seem to be progressing at great speed, atleast
             | that is my impression from the reading the dwarfortress
             | main blog for years.
        
       | Night_Thastus wrote:
       | It's interesting to keep seeing DF evolve over time. It wasn't
       | that long ago that I remember DF was ascii-only, and starting a
       | new game took several pages of explanation and setup. It seems
       | like they've streamlined and improved a lot.
       | 
       | I think there's still a ton of room to go moving foward, UI/UX
       | design is really hard and the problem of keeping a system
       | flexible and configurable while also easy to use is no simple
       | task.
        
       | roblh wrote:
       | For all the dwarf fortress fans out there, check out Songs of
       | Syx. It's still early access, but it captures a lot of the same
       | appeal with a slightly more streamlined interface. All built by
       | one dude as well.
        
         | gabythenerd wrote:
         | It actually looks pretty good! Definitely will give it a try,
         | kinda looks like Rimworld.
        
       | [deleted]
        
       | LanternLight83 wrote:
       | Those who prefer to listen to their articles and news can find
       | Blind's coverage this post here:
       | 
       | https://youtu.be/PT7adnfzmSU
       | 
       | https://youtu.be/QdDxuU0rVvE
        
       | royaltjames wrote:
       | Feelings rant:
       | 
       | I've played DF since just before the massive z-level update
       | (2008?) - I was living in a girl's college dorm with my
       | girlfriend and her roommate's boyfriend that was living there
       | turned me onto DF and Fallout, etc.
       | 
       | DF has been the one thing I have turned to over the years as a
       | therapeutic device when I'm in deep depression and meds/therapy
       | doesn't feel like it's doing it: the function of procgen
       | obscurity, guided freedom of choice, and even the simple
       | repetitive mundane nature of it that doesn't _feel_ like it (even
       | the looped guitar track) helps me really get through some dark
       | days.
       | 
       | I'm worried seeing the steam updates like Tarn is begrudgingly
       | making UX/UI changes for "the people in our community that can't
       | handle ASCII" when he is obviously NOT a UX/UI guy (evidenced by
       | the product of DF itself). The textbox styling look like he's
       | just adding bland graphics as #goodenough.
       | 
       | If they patreon'd a $100/month tier where I could support a team
       | to help translate his brilliant spaghetti into clean, streamlined
       | frictive processes (militia workflow having broken defaults,
       | navigation, etc), and maybe even some devs to optimize his legacy
       | code so embark can handle larger complex sites and maybe CO-OP
       | (come on I can dream). So much of the flow has always felt like I
       | have to do this because this is how it is done in DF.
       | 
       | tldr: I am worried Tarn is not a UX guy, begrudgingly building UX
       | for DF, when he (and WE) are missing out on a massive opportunity
       | to build something with less friction and more [FUN].
        
         | OkayPhysicist wrote:
         | I was under the impression that Tarn's getting outside help for
         | the Steam Version's UI.
        
         | drakythe wrote:
         | Tarn is not doing the UX outside of any back end coding changes
         | needed. Kitfox games is doing the UX, which is why this blog
         | post isn't on Tarn's site. As I read the blogs I believe he is
         | giving input and making code changes to support information
         | retrieval, but he isn't the one actually doing the UI and
         | Graphics.
        
           | royaltjames wrote:
           | Oh thank the gods
        
         | kibwen wrote:
         | Tarn is outsourcing the UI and art. I think the art looks
         | fantastic, better than any DF tileset I've seen.
        
       | Romanulus wrote:
        
       | leephillips wrote:
       | From the point of view of someone who basically never plays
       | computer games and has almost no interest in them: if I _were_ to
       | start playing a computer game, this would be the one. I find this
       | project fascinating. However, if I were to play a computer game,
       | this would probably be the worst choice, because it would
       | probably be too interesting and suck up too much time.
        
       | rav wrote:
       | The development of Dwarf Fortress has been fully funded by
       | donations for well over a decade I believe. I used to donate but
       | I stopped when I was saving up for a home. It seems their
       | financial support has been declining since 2020 - maybe it's time
       | for me to start donating again.
       | 
       | Donations from the beginning in 2007 through to 2021:
       | http://www.bay12forums.com/smf//index.php?topic=179406.0
       | 
       | Donations in 2022:
       | http://www.bay12forums.com/smf//index.php?topic=179926.0
        
         | xbar wrote:
         | Thanks for reminding me to do my part.
        
         | kirillbobyrev wrote:
         | I really hope they would release the game on Steam soon so that
         | people would just buy the game and the donations won't be
         | necessary.
         | 
         | I understand that they might want to polish it but I'm not sure
         | if polishing is actually worth. The original game has been
         | continuously getting updates IIUC, so it might be totally OK to
         | release sooner and then use the same model in Steam.
        
           | Jochim wrote:
           | > I understand that they might want to polish it but I'm not
           | sure if polishing is actually worth. The original game has
           | been continuously getting updates IIUC, so it might be
           | totally OK to release sooner and then use the same model in
           | Steam.
           | 
           | I think the platform shapes the user's expectations of what
           | is acceptable though. If I buy a game on Steam I expect a
           | certain degree of polish when I download it. If I were to buy
           | the same game on Kickstarter I might not even expect to be
           | able to download it for a few months/years. If someone
           | donates to Dwarf Fortress, they probably already like it in
           | it's current state and want to see where it goes.
        
             | kirillbobyrev wrote:
             | That makes a lot of sense, but I feel like Steam's "Early
             | Access" is exactly for that. I can't speak for everyone but
             | I often buy games there just to support the developers and
             | don't expect it to be a success (maybe it turns out to be
             | good, maybe it doesn't; either way, it's too early for a
             | "full experience").
             | 
             | Maybe it changed lately, but plenty of astonishing games
             | came out of "Early Access" while being rather unimpressive
             | (though promising) at first.
        
           | colinmhayes wrote:
           | Apparently they plan to release on steam in August.
        
       | standardUser wrote:
       | I like how they've made it look like a game.
        
         | karmakurtisaani wrote:
         | A management simulator disguised as a game.
        
           | natly wrote:
           | I wish people actually did this with real mundane excel-like
           | work tasks.
        
             | bergenty wrote:
             | It would be awesome if we could get to a point where with
             | some combination of GPT3+Dalle2/Imagen we could feed it a
             | task and it would spit out a game version that accomplished
             | that very thing.
        
         | drewcoo wrote:
         | Bah! Lipstick!
         | 
         | The pig is the game.
        
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