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There have been few indie gaming
success stories as big as Dwarf Fortress, an ASCII freeware
simulation game in which the player helps to establish and govern a
colony of dwarves, as they construct a Moria of their own.
The
scope of the game defies belief: it contains an extensive world
generator, a three-dimensional cellular automata system for
simulating fluids, naming languages for all major races, an economics
simulation, and even a complete Adventure Mode in which the player
can explore abandoned fortresses.
It's so detailed that large web
communities have sprung up around the game, both on the developer's
forums and Something Awful, where players trade stories about what
happened in their games. Some of these stories have even become
popular outside the game's community.
Amazingly for a game as rich as Dwarf
Fortress, it remains the work of just te wo people, programmer Tarn
"Toady One" Adams and his brother Zach. Tarn supports
himself primarily with donations from Dwarf Fortress
enthusiasts. In this interview, Tarn talks about the inspiration and
origins of the game, and some of the finer points of its
construction.
This interview was originally held over
a private IRC conversation, and edited into a more
traditional interview format.
Games Leading Up To Dwarf
Fortress
Why don't we start with what gave
you the inspiration to create Dwarf Fortress?
Tarn Adams: It's really the joining of
two different tracks of development. The first has to do with our (my
brother Zach Adams and I) "fantasy game." Way back when,
like, when I was in elementary school, fifth grade or so, I wrote a
BASIC game called dragslay. That was just a D&D game,
more or less, with text that scrolled up from the bottom of the
screen.
You mean Infocom-style?
TA: Pretty much, yeah. But it
didn't even have a map. Just a line through 8 or 10 encounters, then
a dragon fight, then repeat. It was very basic, but it was our first
project. Our first fantasy project, rather. We had a ton of other
space/samurai/etc. things going on, all BASIC, all very small, so we
didn't do so much with it. Then in the summer of my freshman year in
high school, I picked up C and dragslay was revisited.
So I was able to make a larger project.
Dragslay was sort of horrifying. You could kill an enemy and
then be attacked by maggots from the corpse at random. Wounds could
fester as well then you'd catch diseases.
In any case, yeah, this
time it got a basic world map, and you could depopulate goblin tribes
in the wilderness as you searched for dragons. Along with several
other projects, we worked on that until, say, my sophomore year of
college.
So the game kept track of goblin
populations?
TA: Yeah, it was one of my first
save/load experiences outside of score lists. It kept track of their
names and kills and they could yell at you like the enemies do in
Dwarf Fortress. It was really quite far along, farther along
than DF adventure mode in some respects. By yell at you, I
mean it would track which players they had killed then they'd proceed
to make fun of you. They also stacked their skulls outside the
caves.
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It did end a little abruptly...
(if any)