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> I’ll give you an example of a fort that I lost.... Sure, this is a great example of "Losing is Fun". Here is my example. Note this is 10+ years ago, so som
by ZetaZero 5y ago
> I’ll give you an example of a fort that I lost....
Sure, this is a great example of "Losing is Fun".
Here is my example. Note this is 10+ years ago, so some of the details are hazy, and this was my first or second fortress. I carve out an area for an underground farm, then designate the area for Farming. Something about "needing irrigated farmland" first, but the game doesn't tell me how I can issue an irrigation command.
Apparently, after checking the Wiki, the dwarfs won't irrigate squares they stand in. I need to carve out a room above my farm, designate a pond, task dwarfs to fill the pond, then channel water down to my farm. By the time I figured all this out, my dwarfs all starved.
Losing several times because I didn't read the wiki was not fun. I never got the chance to build a fort, where an "interesting story" had a chance to take place. To get to that point, I felt I would have to put some 30+ hours into the game just to learn the basic undocumented steps needed to build a functioning fort. There was too much "work" to get to the potential fun parts.
The steep learning curve, the terribly inconsistent UI, and Toady's lack of desire to do anything to improve these issues, pushed me to spend my fun time elsewhere. I plan on looking at the Steam release to see if anything has changed.
- db48x 5y agoTrue, though you might have tried putting a farm on dirt, like a normal person ;) My point is that this is not what people mean when they say that “losing is fun”. They mean that the traditional losing scenarios are not a loss in Dwarf Fortress. This doesn’t mean that the author has spent time smoothing out all of the interactions so that they are obvious or tutorialized the way a AAA game would be.