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Losing is Fun: An Interview With Dwarf Fortress Developer Tarn Adams

I’d venture to say Dwarf Fortress is the most rich, complex game I’ve ever played. The game uses a modified ASCII character set for graphics, and yet it works my computer harder than Bad Company 2. The game’s main objective is simply to survive, and yet there are pages upon pages of documentation for the best methods of doing so. Dwarf Fortress was released in 2006, and has become a huge hit among PC gamers. Even if you’ve never played Dwarf Fortress before, you may have heard of the famous “Boatmurdered” game, where several players took turns playing the same fortress (I recommend you read their stories, it’s absolutely hilarious).

Dwarf Fortress has an extremely advanced system of variables; Dwarves have likes and dislikes, personalities and desires. The environment has an advanced physics engine, complete with its own fluid dynamics model.  Unlucky miners can cause cave-ins or accidentally exposes a magma flow.

The entire game was the brainchild of two brothers, Tarn and Zach Adams, and is currently being developed by Tarn. It’s obvious Tarn has worked extremely hard on developing the game, and just released a massive patch a few days ago. Wanting to find out more about Dwarf Fortress and its progress, I decided to contact Tarn for an interview, who was more than willing to talk with us.

Negative Gamer: Thanks again for doing the interview Tarn. For readers who have never heard of Dwarf Fortress, how would you describe the game?

Tarn Adams: It’s a PC game that aspires to be a fantasy world simulator. In its current state, you can control a colony of dwarves in a reasonably robust game as they go about their lives and mine down into the earth,or you can play the unfinished adventure mode that lets you control a single character through their fairly violent and short existence. It relies on a text display in the manner of rogue likes to get information across, but as with many roguelikes, there are 2D tilesets available (on the wiki).

One of Several Fan-made Tilesets

NG: A massive update, version 0.31.01, was recently released, and has a staggering amount of new features and changes. Some additions are amazing, such as weight affecting Dwarves resistance to cold. Where do you get the inspiration for some of these changes? Are the majority of them community requests?

TA: We (when I say we, that’s my brother and I — he co-designed the game) drew our inspiration for the game itself from many places, but when it comes to the recent specific changes, a lot of that came out of adding the tissue system in the first place. That was something we’d always wanted to do, to improve combat and to open up these kind of possibilities (see the earlier failed attempt at bay12games.com/armok for some really strange experiences in tissue modeling), and once you’ve got such a thing written up it just has a lot of potential interaction with the systems already in place, and you try to catch as many connections as possible. We already had inventory insulation for example and a fake insulation number for each creature, and tissue insulation was natural from there. I wouldn’t say the community is responsible for suggesting the majority of the changes, but players certainly suggested many things that made it into the game and the game is better for it.

NG: You’ve made absolutely amazing progress on the game as a one-man team. Have you ever considered a larger team to help development, or do you prefer working by yourself on DF?

TA: There are some people helping out, especially with technical stuff that it would take me a long time to learn and program on my own (and with the rest of the game on hold on top of that). I prefer working by myself overall, and I don’t anticipate opening up much of the game itself to a larger team, aside from what is going in the raw data files which anybody can mess around with.

The Biome Generator is extremely advanced

NG: Are you happy with the direction Dwarf Fortress has taken? Where do you see the game in five years?

TA: Yeah, where my previous projects have failed or otherwise lost steam, Dwarf Fortress is still chugging along, and that is cool. It has only been out on the internet for three and a half years, and in development on and off for eight, so five years is pretty major…well, it should be crazy by then. I hope it won’t be any less playable, he he he.

NG: A larger portion of our readers are console players, and I’m sure they would love to know if you ever plan on a trimmed down console version of the game?

TA: It’s hard to commit to something like that, since I’m mostly interested in adding to the game. I also don’t know how unfinished/version-heavy games work on consoles these days. We haven’t connected our XBox to the internet… I guess there are all sorts of things there. If consoles these days can handle the game and somebody were to port it and it were easy to distribute, I’d consider it, but a trimmed-down game probably isn’t going to happen.

Dwarves hard at work

NG: It seems like so many games are abandoning key immersion and gameplay features in favor of a flashy, Hollywood style of presentation. Dwarf Fortress is exactly the opposite, forgoing the showy graphics in favor of immersion and detail that is almost unheard of in a game. Do you feel like developers are assuming the lowest common denominator in development, choosing explosive snowmobile races instead of quality gameplay?

All of our dream games are slightly different

TA: There are a lot of developers out there. Among the major games you see TV commercials for and so on, well, I guess you could say that they are aiming for a large audience by necessity, but even then, I had fun with, say, Red Faction: Guerilla, and I think it had TV commercials. Maybe it was lowest common denominator fun, but I didn’t mind, and they had a better “cave-in” model than DF ever will. At the same time, when it comes to other kinds of details, then, yeah, DF is pretty far out there, and I don’t expect to see a lot of what I’m doing in a large commercial project any time soon, and I think DF fulfills a need for some players that the giant developers aren’t interested in fulfilling. My brother and I continue writing games in part because the games we most want to play aren’t being created by anybody, large or small, so in that way I’d say developers are ignoring quality gameplay, but that’s down to personal taste, he he he. It could be that way for everybody. All of our dream games are slightly different. That’s part of what allows independents to co-exist with the major studios and still survive.

NG: Are there plans for a multiplayer version of Dwarf Fortress in the future? If so, what type of gameplay would it entail?

TA: I don’t really have much multiplayer blood in me. I can’t say it would never happen, but I don’t think it’s likely, at least beyond what’s already happening — there are DF succession games and so on. People have brought up ideas like being able to send an army off-screen and having it saved to the disk to send to your friend or something, and ideas along those lines could happen at some point, maybe, but it isn’t a focus. Maybe something with the new arena mode? I don’t know.

Third-party programs can render your fortress in a 3-D top-down view

NG: Dwarf Fortress is a perfect example of an indie developer seeing huge success on the PC. Do you feel that the PC is still a great platform for indie developers to meet with success, or are mobile platforms like the iPhone, Android, and now the iPad the new platform of choice for devs?

TA: I don’t know the first thing about how successful games on mobiles are, by any measure. I know independents have done very well on the consoles, especially since there are specific distribution methods there for them, but there are people that have found success on the PC as well, and it’s certainly easier to get started now that everybody is on the internet. If somebody is writing games to write games, they should go with the platform that lets them best realize their vision. The PC is a natural fit for Dwarf Fortress, but for another game it might be a console or a hand held or something mobile or whatever.

NG: Dwarf Fortress is a rare gem in that it supports Windows, Mac, and Linux. Do you find that developing for Mac and Linux, both of which hold much smaller market shares than Windows, worth the effort? Do you feel like there is untapped potential in the Mac and Linux market for devs?

Mac and Linux people appreciate native support

TA: Fortunately, a few people have helped me with that, so my view might be skewed here, but I think it’s definitely worth it. There’s untapped potential, though emulation has gotten to the point that Mac and Linux people aren’t generally shut out even if a game is Windows-only, so it’s not like a dam waiting to burst. Mac and Linux people appreciate native support though.

NG: And lastly, what advice would you give potential indie developers from your own experiences?

TA: For people that really want to make computer games, well, hopefully they have already begun writing them, and if not, they should get started! If you have no experience finishing a project, start small, perhaps with one of the many game-making utilities that’s available these days if you have no programming experience. Once you’ve finished some small projects, you’ll develop a feel for some of the skills that are needed, and what it’s like to make a game in general. Get on the web sooner rather than later and show people some of what you are doing. There will be people that share your tastes and they will help you, and they’ll get the word around once you’ve got something playable.

Most importantly, work a lot. Plan games. Code all the time or draw all the time if that’s the part you want to focus on. You have to make concessions to your real-life situation, but the time you put in will show.

This is what has worked for me so far. Any independent developer will probably have something different or contradictory to say, because there are many ways that a project can come to fruition. In that regard, you’ll have to make choices all the time that don’t even relate to the content of the game (open source or not? sales or donations or something else? platform? team or solo?), and those choices rarely ever have simple answers that work for every project or even for the same project over its lifetime. So keep a flexible attitude and discuss these choices with people when they come up, but trust your judgment in the end as to what will keep your project afloat.

There you have it readers, an interview with one of the most influential independent PC developers to date. If you want to download Dwarf Fortress or find out more about the game, go to http://www.bay12games.com/dwarves/


Comments


I know I’d hate this game, but I feel almost compelled to try it.

MrBRAD! Says:

@triumphofhearts:

I’d hang out and wait for the first bugfix if I were you. Either that or get the version before this big update (40d).

superd1984 Says:

Wow I had an amazing time with this today. Went for a walk and died of dehydration.

Yeah I am doing it wrong I know.

Jim Says:

You forgot to ask if he was going to port it to Sega Saturn or OS/2.

Huggz Says:

My favourite game atm, it has a learning curve like a sheer cliff but it’s awesome once you understand it.

Fanghorn Says:

@superd1984

In DF there is no right, there are just the uncounted possibilities to mess up and die. Believe me, that is actually fun. But its better you try it out yourself.

Aaron "Wheaty" Says:

@Fanghorn: Yeah, it’s hard to explain. It’s like when someone kills you in an FPS in a really embarrassing way, but you end up laughing because it was awesome anyways.

Jan Says:

DF was my first ASCII game and I really like it, but yeah, the learning curve is quite steep. Luckily the wiki (http://df.magmawiki.com/index.php/Main_Page) was there, when I started.

A bugfix release (0.31.02) just came out and another one should come out in a few days.

ryan Says:

this game is absolutely awesome. im a lover of rpgs and strategy games so i guess im a bit biased but it really is awesome. all the things that bug me about most strategy games and sim games just arent there.
and if you can get past the graphics – which i easily did once i got a player made graphics pack – you can pretty much do anything you want in fortress mode.
and yah id get the old version if youre thinking of playing this. 40d as the new version is still rather buggy since tarn uses players as testers :P

Markavian Says:

Credit where credit due:
The fan made tileset is Mayday’s 16×16 graphics pack.
The isometric view is the Stonesense viewer utility.

There are other 3rd party utilities that let you view forts as full 3D renders designed to show mega-constructions better.

Also, if you’re interested, check out the #bay12games IRC community on irc.newnet.net.

Brandon Says:

@ryan: The new version is not really buggy because of using players as testers, it’s buggy because it just got released and Tarn hasn’t yet had time to fix it. In fact, using players as testers works out pretty well. A (much) larger testing base allows for almost all bugs to be caught rather quickly. Check out the bug tracker sometime. But yeah, new people should use the older 40d19 version to play.

superd1984 Says:

I may go back to this.

I overlooming sense of ‘where the fuck am I supposed to go’ ruined my first attempt.

Stop licking the ice, melt it and drink it ya arse.

russian Says:

You are finally doing intellectual games, americans.
Congrats! :)

Snall Says:

All ppl new to DF should play the OpenG version of 40d and NOT the new version. Ok? Ok. And it WILL take you 2-3 hours to get grounded in the game, took me two tries to get into it..but once you are..well, I donated $50 to the devs..for an unfinished game with ASCII graphics. That says something.

EDIT- And Russians please message America when you make a couple intellectual games that aren’t horribly, horribly, buggy. kthx!

ryan Says:

@Brandon: yah poor choice of words and hasty comment cuz i like this game so much. My apologies. Its actually rather amazing how toady is able to keep up with all of it anyway. I realize he has some ppl helping him but still. For ppl that want to play DF – check out the wiki – i would suggest not watching captain ducks video tutorials unless youre fine with spoilers – or just skip the spoiler containing episodes. They are rather massive spoilers imo :P

supa_mario Says:

@superd1984: Try the Dwarvern fortress mode. Adventurer mode is somewhat lacking in things to do at the moment.

Feanor Says:

Actually I’m new to the game and I’m having lots of fun with the new version. At least the adventure mode is much more fleshed out than in 40d. There’s a lot more to do as an adventurer in the new version, especially if you first dig as deep as you can with a fortress and abandon it. That way you can visit it with your adventurer and use it as a highway to hell.
But you might want to disable weather in the options in the new version. My first hammerdwarf melted in the scorching rain.

Secone Says:

Glad to see DF is getting some news coverage. It’s an absolute MUST HAVE, trust me I was really confused back when I first tried it but just read the wiki, get Mayday Mike’s graphics set to make it easier to understand what’s going on, and you’re set

Dr_Gats Says:

I tried this game once about a year ago and liked it, but was pretty horrible at it so I stopped. I heard recently that a new version was coming out so downloaded it and checked it out and was horrified by both the outstanding number of new features, and the amazing amount of bugs. All in all I couldn’t play it because I was so overwhelmed, so instead picked up the old version again and am LOVING IT. I am getting really excited about all the changes to DF2010, but I think I am going to wait for most of the bugs to get worked out first before I download it again.

Even though it’s the big game breaking bug for me, I had to lol at the killer rain. Had NO idea what was killing my dwarves at first, and when I found out it was the rain I literally laughed out loud for a few minutes before I deleted it all and downloaded 40d.

DF, the only game I know where losing is fun. And a big thumbs up for Tarn, gives us hope for the indie community. I for one am getting incredibly bored with the current mainstream gaming market. :(

CaptainApollo Says:

DF has the steepest learning curve I have ever experienced. That being said I usually play games for 2 weeks and chuck it. If the game is lucky I pick it up a year later and repeat. I have played Df since september 09 and even without the new release it still has so much gameplay left. Pick up a tutorial and ask questions. Power through the curve and enjoy.

Azkanan Says:

Dwarf Fortress in one word? Urist.
Dwarf Fortress in four words, for newbies? Death, Failure + Impulsive reattemption. (Is that last one a word? It should be.)

Aaron "Wheaty" Says:

@Azkanan: Works for me :)

Aklyon Says:

@ryan: The military changed so much that its pointless to start with the old version now. you’ll just get confused about the new military screen like the rest of us.

SWATJester Says:

Oh god Boatmurdered. I was part of its progeny, Headshoots and the sequel Syrupleafs. Check it out.


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