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Comment by munk-a

If you can stomach the adjustment period for ASCII I'd really recommend it. I think it does something a lot of modern games miss out on - it encourages imagination first. The information given to the player is extremely dense and easy to parse once you've adjusted and you're giving your brain a chance to try and play inside your own head. I've built a glorious six floor tavern (slowly) with engravings on every surface - even those not reachable by pathing, why? because I had an image of a tavern floor full of rowdy miners with opera boxes circling the room above them for dwarves of a more refined taste... in the end it's just a box you need to floor scroll to see on the screen but the carved pillars in the middle of the room - the enclaves for dwarves to, in hushed voices, discuss just how beautiful gold is - and the grand skylight in the middle of the ceiling casting a rainbow of different colored light on the ground below... that's awesome.

Dwarf fortress is the first thing since MUDing that's really scratched the imagination itch in quite that way and, as someone who has worked in game development themselves, I think it's something that is only possible if you keep to the lowest tech. If you use words or abstract symbols then each player will fill in the details themselves, usually in their head but sometimes in artwork (see Kruggsmash as an approachable example here[1]) which can be extremely fulfilling.

I hope to see the non-ASCII version work as a gateway drug to get more people into the imagination of what they're building. And I hope this didn't come off as ranty or judgemental - each person enjoys games in different ways... but low detail art has a way of really spurring the imagination on!

1. https://www.youtube.com/watch?v=ojT99rDmq5M

parent munk-a 4 years ago

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