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Re:Dwarf Fortress Development by PhasmaFelis on Tuesday June 28, 2016 @11:53PM (#11999383)
> * I did not grow up with Roguelikes and ASCII characters or backwards-ass vim-style key-memorization GUI patterns*

I did. They were still easier to learn and play than Dwarf Fortress.

A lot of people like to say that Dwarf Fortress is too deep and complex to ever be "easy," that making it more usable would dumb it down. This is silly. No one is saying that it should have fewer variables, fewer controls, that the underlying model should be changed any way. None of those things are necessary to build an interface which e.g. doesn't assign different keys to the same options in different menus.

To compare it to another famously unforgiving game, would Dark Souls be better if the controls reversed themselves every time you opened a menu? Would people consider that an exciting challenge?

I've worked with people like the DF developers, and even when they're skilled enough to tolerate their eccentricities, no one would ever pretend that it's a good thing. I think that's my real beef with it. As a programmer, I don't like shitty design. Dwarf Fortress is an awe-inspiring concept and engine buried in the shittiest of shitty design.

Re:Dwarf Fortress Development by tomc1985 on Wednesday June 29, 2016 @12:21AM (#11999469)
My sentiments exactly. Brilliance doesn't excuse bad design.
Re:Dwarf Fortress Development by squeaky-clean on Wednesday June 29, 2016 @11:16AM (#12002140)
I think git is a great example of this. Amazing tool, I can't imagine software development nowadays without it. But that doesn't mean the interface couldn't have been more consistent.