![]() ![]() > About to attack you, and you can raid it. What sort of complexity are you looking for? There's vampires, necromancers, expeditions to other locations, manipulation of land/water/lava and traps, ability to create fighting arenas and prisons for captured foes. How is none of that complex? And that's just scratching the surface. ![]() Puts your whole fort at risk when he turns. Directly effects you.Īlso if your dwarf got bit, he may become a werebeast himself. ![]() Carvings may be made of the event that will increase the value of your goods. Your dwarf can no longer use certain tools, is bleeding and needs medical attention, can be haunted by this and eventually go mad, or get accolades for it and make your fortress more renown giving you more visitors to interact/trade with. Originally posted by Halcyon Days:Urist's right hand got chopped off, he picked it up and killed the werebeast with it, it doesn't add anything to the gameplay because the outcome is still the same - he killed the werebeast But legends and combat log aren't complexity, they're simply narration. All of the 'details' can be easily abstracted away and the game would still be the same, your combat log and legends would just not be there. It's difficult because there are a lot of things to know, and the UI is ♥♥♥♥ so you're stuck with reading the wiki or let's play videos.Īll of the needless detail (hurr durr all beats are unique) really doesn't matter because it adds very little to the gameplay. People mistake complexity (needless details with no real depth) with difficulty. The actual complexity of the gameplay and managing a dwarf society doesn't exceed that of SimCity (or more seriously, some 4X games like Aurora4X, or even Civ 4). I don't care that Urist's right hand got chopped off, he picked it up and killed the werebeast with it, it doesn't add anything to the gameplay because the outcome is still the same - he killed the werebeast. I don't care that the goblin village 2 days away from me is fully simulated with agents, I can't see it and it doesn't affect me in any way. He's one of the few YouTubers I've ever contributed towards on patreon.All I see is needless detail that exists, but adds literally nothing to the gameplay. You get very attached to all the characters, especially the dwarves that have been there from the beginning. The dwarves that drink the water then end up turning into vampires themselves, so he now has a fortress of vampire dwarves! He also has a massive prequel to this fortress series where he plays in adventure mode as a boar man and his compatriot goblin buddy (the one now down the well.), going around stealing artefacts and building his own role-play story, with some amazing illustrations to show what's happening in through all the ASCII graphics. (SPOILERS AHEAD!) He ends up throwing a vampire goblin down the well, and stabs him with spikes which ends up bloodying the water. Unfortunately the other dwarf settlements around him (NPC ones) die off because of the local goblin fortress, and refugees start flocking to his settlement. He kept the population small so they were under the notice of the local goblins, and got set building an awesome looking place with custom bee related statues, engravings and the like. In his current series, he initially founded a new settlement based entirely on bee agriculture and trading - no fighters. There's an amazing channel on YouTube, called Kruggsmash, that does DF lets plays. The way I see it, it's like the difference between people who follow a Lego manual (RimWorld), and people who are creative enough to just build awesome things without it (DF). You explore the ruins of your fortress, track down the weregopher and get your revenge. However, DF is set up in a way that the player is not necessarily important to the world. They want to set up their efficient workflows or build their wonderful creations or they want to slaughter wave after wave of goblins. DF is a fantasy world simulator where you immerse yourself in the world and do whatever you want.Īgain, for a lot of DF players that point is lost. Rimworld has a kind of lame winning condition (get off the planet), but it's there for precisely the reason that it doesn't exist in DF: Rimworld is a game with mechanics optimised for good gameplay. That's why there is no winning condition. However, one of the core features of DF is that the world persists and has history. For the way many people play DF, I think Rimworld is a better game. ![]()
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