Re:Dwarf Fortress Creator Explains Its Complexity and Origin...
by rashkov on Friday June 26, 2020 @08:32AM
(#23651233)
There’s a nice example of someone coming up with a good UX for this game, in the form of an iOS app that lets you play against a remote instance of DF called DF Remote (http://mifki.com/df/). I learned about it here on HN and I’ve found it to be a really impressive example of what the UX could be like. It’s not a 100% complete UI — but what’s there is pretty consistent and intuitive.
Re:Dwarf Fortress Creator Explains Its Complexity and Origin...
by astrobe_ on Friday June 26, 2020 @08:05AM
(#23651038)
> Stuff like that is a hard barrier for most players and they won't be able to continue unless they are really committed.
Free software has a price too, in terms of efforts the user has to spend on dealing with issues and shortcomings.
Pay. Or do not pay. But there is no bargain.
To dig for example. You have to create a designation for it. But how do you know that unless you watched a video/read a tutorial? On top of that if something is wrong, the game gives you very little clue. Do you have a dwarf with digging task? Is he available? Does he have pick? Can he pathfind? The game gives you no answer other than not initiating the digging (edit actually my bad, i think it gives you some logs for some cases.). Stuff like that is a hard barrier for most players and they won't be able to continue unless they are really committed.