#0006: Intro to Dwarf Fortress (AWWOT archived article)

#0006: Intro to Dwarf Fortress (AWWOT archived article)

dwarf fortress title

Below is an article I wrote in 2014 for a defunct online magazine that my friend made. It was a general hobbyists/interest e-magazine for people into gaming, films, and tech. It’s name was “A Wonderful Waste of Time”.

This article is about a game called Dwarf Fortress. Describing this game succinctly is rather difficult so I’ll use the developer’s description of their game.

“Dwarf Fortress is a single-player fantasy game. You can control a dwarven outpost or an adventurer in a randomly generated, persistent world.” ~Bay12games.

A very simple summarisation for a very deep game.

image of a randomly generated world map taken from developer's website
image of a randomly generated world map taken from developer’s website

Article:

Starving Dwarfs

Dwarf Fortress, or to give it it’s full title: “Slaves to Armok: God of Blood – Chapter II: Dwarf Fortress”, has three main modes: Dwarf Fortress, Adventurer, and Legends; all of which are affected by the game’s chief mechanic, which is that it can create an entire new randomly generated world on request.

In doing so it doesn’t just create the geography of this new region; the layout of the vast continents, the high reaching mountain ranges, the sprawling deserts, dense jungle, sparse woodland, destitute badlands, and evil tainted realms to name but a few varieties of terrain you can experience; but the game then writes the history of the new region. This can range from the five years after world creation, all the way up to a maximum of 1050 years. This ‘history’ can include the recording of kingdoms which arose then might have fallen, the wanderings of great forgotten beasts, the formations and breakdowns of fraternities; right down to the individual life records of a boot making peasant. It can be as deep as you care to look, and in my opinion, that level of randomly generated lore is quite a feat; more so because the denizens’ histories are consistent and interwoven into each others time lines.

Fortress mode is the main game mode, it usually consists of building a large subterranean dungeon. You don’t have to though, you can stay on the surface if you want; it’s just a good idea to put your dwarfs safely underground, away from the dangers of sunlight. Once/if you have dug out a decent sized place, it’s usually time to turn your mind to industry.

There are numerous things you can do as the player to tailor your experience in fortress mode. Anything from ignoring whole swathes of industry, terrain, resources, to ignoring the pleas of random dwarfs; the last one I did especially in order to maintain sanity. Once my fortress grew to house hundreds of dwarfs (I think around 240 was the most I ever had at any one time), I stopped caring about individuals. Either they’d go insane because I didn’t have the materials for them to craft whatever valuable tat they wanted to, or their spouse or pets die; I didn’t care really. Once they became a problem, it’s time they went into time-out. I created a starvation room to put these troubled individuals into. Then once ready, I unlock the doors and someone hauls their corpses into a stone box coffin, and hey presto problem solved. No one’s unhappy anymore. Just make sure no one important to the bigger picture cares about them. I know it sounds cruel but my forts were built on the principal of efficiency, and inefficiency was paramount to criminality.

I find that I can keep fair relations with most neighbouring races, be it Dwarf, Human, or Elf; as most of them are pretty fair – that said, for goodness sake don’t trade the Elves anything made of wood, it really upsets them. They say killing trees is amoral or something to that effect, then refuse to do business with me. Yet if you look at what they’re selling it’s usually either more cloth than you can shake a tree at, or yes you guess it: a whole plethora of wooden tat. I’m talking eighteen Palm-wood spears here, empty Cidre-wood barrels, or useless musical instruments! Yeah, because that’s what my underground factory society needs, musical instruments.

In Adventurer mode, you play as an adventurer and explore the world. It’s a decent enough RPG experience, but not for me for the most part. I found the experience quite tepid, I mostly just wandered around interacting with little else but animals, which I had to kill. That said, I didn’t probably play enough of it to see what it really had to offer.

Legends mode consists purely for displaying all the worlds history, it’s just a record that you can read if you feel so inclined. What I like about this is it displays how deep the history generation really is, and it can also show you exactly how all of your tampering has affected the world. I found this to be quite interesting because I got to look into the past of all the creatures of note what attacked (and died in my fortress), for example all the forgotten beasts that attack my fort have usually travelled there through other realms and you can see what they did and where. It really is something to know that, that creature that died to my Militia Commander (and current mother of two) by having a palm wood spear (yeah, I bought five!) lodged into its stupid minotaur cranium; had in fact lived a long and good life up until that point; it adds so much character to the game and I enjoy it for one.

For all the positives of this title, it should be noted that this game has a few things that would most likely put a lot of people off of it. The ASCII graphical aesthetic I think would be the most obvious, although there are a fair few graphic mods one can use instead. The real problem I think this game has is it’s user interface. Once you get used to it and learn the hotkeys, it isn’t bad. But the initial plunge, well its a learning curve sharp enough to cut your fingers on.

Dwarf Fortress is a free game, not free-to-play, free. You can pick it up from the developers, “bay12games” website. Although I wouldn’t recommend playing the game as it is, the mods available for this game really do make the game so much more user friendly, especially Dwarf Therapist. The developers manage to fund this game purely via donations. So, if you try it and like me fall in love like with this modern ASCII monstrosity, kicking them a few farthings might not be a bad spend of your hard earned space bucks.

smily face icon used to represent a dwarf in-game

Comments:

Games like DF age like fine wine, they get better with age as either the developer or the community around them continues to add features and refine the experience.

Six years on, I definitely want to write about (and play) this game again. I just hope that I can say more of technical value other than just advertise a game that I enjoyed, like I did above.

Sources / References / Further Reading:

https://www.bay12games.com/dwarves/

#0005: The lost potential of Digimon (AWWOT archived article)

#0005: The lost potential of Digimon (AWWOT archived article)

official logo for the digimon franchise

Below is an article I wrote in 2014 for a defunct online magazine that my friend created; called “A Wonderful Waste of Time”. It was a game and film hobbyist e-mag. The issue I wrote for had a theme of ‘evolution’; so I naturally chose to talk about the Digimon franchise. As you do.

Although my opinions have matured since then, and I do actually want to write about this again. I think its still nice to have this up anyway.

image of the Digimon: Agumon dressed like a teacher. Hakase Agumon.
image of “hakase” Agumon (アグモン博士) taken from digimon.net

Article:

Digi-volution

I wanted to write a little about the Digimon franchise, and why I believed it could have been so much more than what it amounted to. In hindsight, it failed to do anything other than make a lot of money, which as far as failure states go, that’s pretty dang fantastic.

Now, I’m not really complaining about the video games, or the multiple mediocre anime series, the cards, or even that Tamagochi like “Digivice” thing; you know that one got thrown at the back of my head in maths class, yeah that one. I am complaining about the unfulfilled potential, the idea behind Digimon had.

When I first heard of Digimon my initial thoughts were something to the beat of: “Oh great! Another Pokémon clone”, and at a time when Nintendos rinse and repeat MO for hawking their games had just started to exhaust my patience/wallet. I think few people would argue that Digimon wasn’t always in Pokemon’s shadow. The similar visual styles, target audience, and market space made comparisons almost unavoidable.

However, Digimon unlike Pokémon had it’s core principals rooted in reality (technically Pokémon can be a reality one day; but I doubt we’d go to such unethical/expensive means, just to see giraffe-dogs fight). Digimon (the monsters that is) on the other hand are little more than lines of <insert your favourite programming language here> code. That’s why they can evolve then revert to their original forms, as well as trans-mutate with the additions of certain items (expansion packages, I assume).

So, if you can ignore all the fictional elements of the media (anime series mostly); things like the physical manifestations of digital programs, like when the Digiguys moved into the real world from the digital world, or the digitisation of physical matter bollocks, like when the kids popped into the digital world to have a wee look around; then there is little about Digimon that can’t be effectively replicated in real life. The Digiworld for example is not that different from those in an MMO (massively multiplayer online) game; a (semi)centralised unit with multiple access vectors. Imagine how interesting it would have been if instead of hawking a plethora of franchised tat at us until we got sick of the whole thing and lost interest; the string pullers behind Digimon instead decided to use their money to make an MMO, a real Digiworld, a huge sprawling thing of an island, that you can explore as your Digifellow of choice.

Let’s face it though, if an MMO was indeed made it’ll probably suck. Why such a dim view of MMOs you may ask? Well, it’s because they are one of the most expensive games to create, fiscally as well as in time. And quite a bit can go wrong in a long development cycle. Anything from funding being pulled, game engine falling out of date (it happens), to audiences losing interest after playing the game during a long Alpha or Beta release phase and moving on. However usually because MMOs are so expensive to produce, the people producing them, rather understandably, are less inclined to take risks while doing so, this then leads to a reduction of new ideas and innovations. Instead, producers tend to merely reiterate previously proven formulae of success. Ever wonder why there are so many MMOs that are like World of Warcraft? Unfortunately this has lead many people to misunderstand the term MMO, it is more of a definition of a medium than a specific genre of video game.

I suppose the real reason why I am disappointed in Digimon isn’t so much because they didn’t make a game, that in my opinion would’ve been a real-world manifestation of the concept of Digimon; it is more because like most franchises that primarily target children and young teens, it became a fad that came, had it’s rather brief time in the sun and then went; but in doing so it salted the ground for that concept. The idea of creating a digital world, with it’s own denizens, cultures, beliefs, weather, it’s own set of rules that may not necessarily reflect, either directly or in abstraction, our own worlds. A digital world that didn’t pretend to be anything other than what it really was, a world that is digital. In other words, unlike other MMOs that have come out, Ever Quest, Raiderz, Grand Fantasia, to name but a few that I’ve played in the past, as the player you wouldn’t have to suspend your disbelief to enjoy the fantasy of the worlds existence; because it actually exists.

The reason why I think Digimon is ultimately something of a bastion of unfulfilled potential is twofold; one, it had excellent ground work (all them cute monsters and that, as well as the island) for creating an interesting game world where the fantasy was more akin to an extension of our own reality than anything; and two, in being as popular as it was, it has somewhat claimed dominion over the idea of digital beings and worlds to the point that if a new company with considerable resources decided to create something along those lines, i.e. a digital game world, they would undoubtedly be compared to Digimon, likely thought as little more than a reiteration of Digimon and its ideas, thus making the creation of such a world less likely in the foreseeable future.

But you never know, I could be wrong, I really hope I am. Such a thing if done right (and I wouldn’t presume to know what that is), could be a very interesting prospect. Especially, in my opinion: if they created more of an interactive world, than a video game. By that I mean a platform, with tools for the creation of user generated content; in order to build the sort of world where people can genuinely build a home for their avatar, fight for territory, produce resources to sell, steal irreplaceable items, kill characters with real history. The sort of world that can develop it’s own social hierarchy, economy, and justice system; in a fluid and natural way. The sort of digital world that can just as easily be enjoyed by players, as it can be studied for insight into how such societal systems can come to be and develop as they mature.

image of the digimon: ogremon
image of Ogremon (オーガモン) taken from digimon.net

Comments:

As of 2020 it seems largely that the Digimon franchise has entered a time of relative dormancy (at least in the west). As far as I can tell, they still follow their multimedia strategy. Producing: anime, manga, games; and they even still produce and sell their digital pets: the Digivices. This actually surprised me somewhat, since in the western markets they are considerably rarer. Mostly present in the form of over-priced imports. Oddly however, Tamagochi seems to have more relevance (and decent prices) here as far as the market for virtual pets goes.

extract from wikipedia.org/wiki/digimon showing a 2004 version digivice
extract from en.wikipedia.org/wiki/digimon
image outlining the two branches of the digimon LCD digital pet toys. One being the digital monster type and the other being the digivice type

The real interesting part I have noticed while looking through their various iterations of the Digivice (digital pet) product: is that I found more than 20 iterations of the toy over the 23 years (from 1997 to 2020 – basically serialised with yearly releases). Yet, there really doesn’t seem to be any leap in technology between them. It is really interesting when you compare their earliest products to their current line-up. Other than a few features like battling the Digimon with each other, there really doesn’t seem to be much of a development in the products in the last 20 years. At least not at a cursory inspection.

advert from digimon.net for a 2020 version of the digivice product
example advert from digimon.net for a 2020 digivice

I should note that I do not own a digital pet and I never encountered one as a child beyond watching my school mates play with them. So I am aware that they may be (probably is) a lot that doesn’t meet the eye that is going over my head when it comes to this. I’m just looking at 20 years of Bandai selling a little key-chain game with 3 buttons and a mono-colour LCD. Initially I perceived this to be a failure of some sort. But once I thought about it a little more. I actually think this is a success state. Like the crocodile: it seems to have found it’s niche and has encountered little reason to evolve over the years. They still seem to sell enough to warrant making them in 2020.

advert from digimon.net for a 2020 version of the digivice product
example advert from digimon.net for a 2020 digivice

To wrap this up, I will be needing to consume more Digimon media. Especially by playing the games that they have released over the years; this includes purchasing a few digital pets to tinker with as-well, for when I do decide to do a write up on this subject again. I am predominantly interested in what the franchise has done with tech to realise their creators’ ambitions, and consequently – years on because of this I still find the idea behind Digimon compelling. The fact that they are ‘real’. Real in so much as they pretend to be, exactly what they are. Digital creations.

In other words the realisation of a Digimon is a very real prospect. Especially when you consider modern strides with artificial intelligence, learning algorithms, and virtual as well as augmented reality technology as a medium to experience the creations. It doesn’t seem so far fetched to imagine a VR game with an online world, populated with other players and basic AI Digimon to that will remember your interactions and adjust their behaviours accordingly to you.

It is a worthy topic of another look.

Sources / References / Further Reading:

Official website: https://digimon.net/

What are Digimon: https://digimon.net/about/

LCD toy history: https://digimon.net/history/

Digimon bestiary: https://digimon.net/reference/

https://digimon.fandom.com/wiki/Digimon_Wiki

https://en.wikipedia.org/wiki/Digimon

https://en.wikipedia.org/wiki/Digital_Monster_(virtual_pet)