At a time when game developers seem intent on handling players with kid gloves and are quick to laud trivial accomplishments as achievements (“You took 10 whole steps in the right direction! Go you!”), it scarcely seems conceivable a complex time-consuming game with no victory condition could possibly exist. Yet that’s precisely how Dwarf Fortress is designed. Players are simply expected to lose and the Dwarf Fortress experience is fundamentally about how you lose. To lessen the sting, the game’s creators promise losing is fun.
It is not.
To play Dwarf Fortress in its primary Fortress Mode is to attempt to build something in a hostile environment. It’s an extraordinarily–detailed simulation requiring huge amounts of micromanagement in the beginning, lulling the unwary into believing they have full control over proceedings before viciously disabusing them of that notion. The endgame is always about witnessing that creation succumb to disaster. The stones may still stand, the constructions may remain intact yet the intrepid community that is the heartbeat of every fortress will be destroyed.
The grim final days of a dwarven colony are always a desperate struggle to stave off an unavoidable tragedy. Will the player’s avaricious dwarves, blinded by the promise of subterranean riches, be overrun by hordes of vile goblins or massacred by some ancient behemoth? Or will they instead suffer a less bloody if no less horrifying end, slowly dying of thirst and hunger as their stockpiles run out? It matters little how they meet their final doom, watching it unfold is never fun in the “whee” sense of the word.
Continued…