Posts Tagged ‘Dwarf Fortress’

What I Write About When I Write About Games

By Adam Smith on November 2nd, 2014.

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the best moments from the archive. This week, Adam explores his own gaming history to understand why he plays and why he writes.

This is my first week back from a holiday, during which time I barely looked at an internet, let alone wrote on one. I didn’t play any games either, unless you consider freezing to death on a remote Welsh hillside to be some sort of game. As is often the case, not doing something for five minutes has made me think about why I do it in the first place. Why, of all the wonderful and fascinating things that exist, do I spend so much time thinking and writing about games?

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Dwarf Fortress Update, The First In Two Years, Is Out Now

By Graham Smith on July 8th, 2014.

Graham, earlier.

“The mind has been rewritten quite a bit,” starts one of the patch notes for the new Dwarf Fortress update. The first addition to the fantasy simulation game in two years, version 0.40.01 offers sweeping generation to world generation and simulation, combat and movement, fortresses, trees and, yes, the mind. Step below for a dive into the game’s wonderful patch notes, and for more barely coherent rambling about how great this game is.

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Control Dwarf Fortress With Isometric Graphics And Mouse

By Graham Smith on June 26th, 2014.

Dwarf Fortress is not as hard to play as you think it is, but there’s no denying that its ASCII graphics lack modern clarity. Chances are that if you’ve played the game any time in the last two years, you did so not using a vanilla install, but by partnering the complicated fantasy simulation with third-party tools like DwarfTherapist or Stonesense.

As of earlier this week, Stonesense just became a lot more powerful. It previously let you visualise your world with isometric sprite graphics in a separate piece of software, but now that angled art can be integrated directly in the game itself. Best of all, it can be used not just as a visualiser but as an interface to control part of the game.

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First Dwarf Fortress Update In Two Years Arrives Next Month

By Graham Smith on June 2nd, 2014.

I bet there'll be new ways to stab things too!

Dwarf Fortress has long been one of game development’s most interesting blogs, owing to its creators’ propensity for adding absurd amounts of detail to their fantasy world simulator. But for the past two years, none of those updates have actually been available to play. That’s about to change. In this month’s Bay 12 Report, Toady One says that a new update including all those various tweaks and expansions is finally just around the corner.

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Dwarf Fortress: The Detailed Roguelike That’s Easy To Play

By Graham Smith on April 16th, 2014.

Dwarf Fortress is famous for producing anecdotes by the minute. The two-man, twelve-year, donation-funded indie project weaves together procedurally generated geography, civilizations and histories to create a rich fantasy world. It simulates its characters – standard fare like dwarves, elves, goblins, etc. – down to the most minute detail, and when all its systems combine, the results are often hilarious, occasionally tragic, and always surprising.

It’s also blissfully easy to play. The game is free to download and easy to install, the UI comes with a detailed and handy help system, and there’s a community wiki full of guides – not that you’ll need them. I started from scratch last night and was having fun immediately. Let me tell you about my experience.

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DevLog Watch: XenoRaptor, Citybound, Dwarf Fortress

By Graham Smith on April 7th, 2014.

How colourful videogames are. Even ASCII.

It’s Monday and, if you have the same system shocked headache as I do, you might find it comforting to peruse a selection of in-development games. There are videos, there are GIFs (but only one!), there are fine anecdotes. There are promises of a brighter future somewhere on the horizon. It’s videogaming ibuprofen.

Cyberdragons! Colour blindness! Dwarven rumours!

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What I Write About When I Write About Games

By Adam Smith on October 26th, 2012.

This is my first week back from a holiday, during which time I barely looked at an internet, let alone wrote on one. I didn’t play any games either, unless you consider freezing to death on a remote Welsh hillside to be some sort of game. As is often the case, not doing something for five minutes has made me think about why I do it in the first place. Why, of all the wonderful and fascinating things that exist, do I spend so much time thinking and writing about games?

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Stop Making Scenes: Between Accident And Animation

By Adam Smith on May 17th, 2012.

A game

‘Cinematic’ should rightfully be a dirty word when discussing games and yet Max Payne 3’s marketing wears it proudly, like a sweat-stained vest or an inappropriately jaunty tie. A cutscene is cinematic, every detail and angle just so, no room for accident or deviation, but to aspire to a ‘cinematic’ experience during play is to ignore so much of what makes experiences within a game unique to the form. We run, gun and react in worlds that rely, for the enjoyment they bring, on the accidental and the curious as much as they require adherence to a plan. Here’s to the unexpected, the unplanned and the unforgettable.

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You Should Be Watching: Matul Remrit

By Adam Smith on March 13th, 2012.

Almost a year ago, Quinns told you that it would be a wise idea to read Matul Remrit, a collaborative storytelling effort from deep within the demented and ridiculous realm of Dwarf Fortress. He wasn’t wrong and now it falls to me to tell you to watch the latest installment. There are still bits of word-text on the screen occasionally so do bring your reading spectacles but this is a short film detailing the dwarves greatest battle yet, a tale of death, bravery and tragedy.

It’s a wonderful glimpse behind the number-crunching and complexity that illustrates why Dwarf Fortress is such an important game – it isn’t scripted, but it generates so many possible scripts. I wish I had the talent to tell my tales so well.

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Never Too Deep: Dwarf Fortress’ Massive Update

By Adam Smith on February 14th, 2012.

Every time we post this a dwarf gets his pickaxe.

A massive update for alternate world simulator Dwarf Fortress just landed and, by the Sacred Caverns That Bristle With Features, it’s a big ‘un that has been eleven months in the making. I’ll list more below but for starters, it looks like Adventure mode has been guzzling down its vitamins, with cities now having more variety, tombs to explore, and better traps and abilities. As for Dwarf mode, let’s just say vampiric and lycanthropic infections and leave it at that, shall we? Oh, but there’s so much more. The temptation to begin a new chronicle is strong.

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Game Logic vs Choice & Consequence

By RPS on November 21st, 2011.

Gameworlds have become ever-more lavish, but has there been a dark price paid for this? Craig Lager believes so. Production values are up but these worlds don’t seem to react to players’ actions as fulsomely as they once did, he worries – are we allowing games’ strange logic to take us for granted? But there is yet hope. Frowned at: Deus Ex: Human Revolution, Dragon Age II, Skyrim. Smiled at: The Witcher 2, Dwarf Fortress, Outcast. Please note these are Craig’s views, not necessarily those of RPS.

In my version of Human Revolution, the police station should be surrounded. There should be SWAT teams, negotiators, probably even an evacuation zone. Adam Jensen’s face should be being projected from every single screen that litters Detroit’s streets as Eliza explains him as being a more-than-prime-suspect in a new, horiffic incident. An hour ago, she would explain, Jensen asked for access to the police morgue and was declined. Now the back door has been broken into, and a path of corpses and hacked computers lead to the morgue in which a body has been clearly tampered with. Instead, Jensen walks into the main lobby and is greeted with “Hello”.
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Mining 101: Learn To Play Dwarf Fortress

By Alec Meer on July 26th, 2011.

He's happy. You can be happy too!

Dwarf Fortress is, in so many ways, the very apex of PC gaming. It is its alpha and omega, the first and the last, the beginning and the end. It’s almost impossible to imagine another game ever approaching its scope, complexity and cold brutality. We should worship at its all-knowing feet. Of course, 99% of us will never be able to play the bloody thing, thanks to it having history’s most obtuse control-set. Help is at hand, in the form of a free online class.
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You Should Be Reading: Matul Remrit

By Quintin Smith on July 1st, 2011.

It's Dwarves Vs. Heights in the ultimate crossover battle!

What makes Matul Remrit the Dwarf Fortress diary you should be reading? So many things. The fact that it’s a collaboration between a writer, editor, artist and musician. The bleak and deeply weird tone of it that could not be more true to the game (as opposed to Tim Denee’s stuff, which makes the game comparatively accessible). The glimmering quality of it.

I meant to post about it forever ago and evidently forgot, but I’ve just been jolted into action by their posting an update containing a 36,000 pixel tall comic depicting the fortress’ most epic battle yet. All that bizarre, abstract text? That’s taken from the game’s combat logs. Go read. And then use the links to the left of it to jump back to the beginning. This one’s worth your time.

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