TA: That started with Armok, although there might have been traces of it with C dragslay. We had a spiral notebook, and we decided to write stories about events that happened in the game universe, things that we'd like to have happen. My brother Zach would write a chapter, then I'd write the next chapter, we'd go back and forth several times. Then we'd look over it and decide on some low-hanging fruit to implement.
It was partially inspired by our repeated experiences with plots in video games. We never really wanted to write a plot, and a lot of them seemed like they could be generated by a computer. So we thought about breaking stories down into core elements, and working with those instead. You'd be very hard-pressed to capture really beautiful symbolism or an advanced writing device like that with a random generator, but there are very few game stories where that would be an issue.
It's really the same
principle as world generation or anything else in the game: finding
the key, basic elements, finding the rules that govern them, and then
activating those things in the world.
So, kind of a random drama generator?
TA: That's right. Create actors with motivations, and let them go. It's about the same process you'd go through in a writing class, or with Dramatica or something. Not to say I've implemented much of this but that's the idea, and it applies to all aspects of DF design.
Now my brother, who isn't programming,
has taken the bulk of the story writing role. He has a lot of fun
churning things out, and then we look at them. I assume there are
more impressive story generators, world generators, body part models,
etc. I'm just trying to put moderate versions all in the same place.
It should give rise to some really awesome stories from the players
Actually, I can't point to a better
world generator than DF's.
TA: I can't either, but I'm the last person to ask. I've only played a handful of new games in ten years.
The nice thing about DF will be
that the actors in the story have the whole, random DF
universe to work with. So even if they aren't cutting-edge
complicated, it should be awesome.
It must be heartening to see the Something Awful guys writing stories about the trials of their fortresses.
TA: Yeah, Boatmurdered had me laughing my ass off [laughs].
(Ed note: Boatmurdered
is the story of a single long Dwarf Fortress game played in
turns by a large number of Something Awful forum goers. It became a
minor internet sensation some time back, getting as far as the front
page of Metafilter.)
It's like Zach's stories are being retold, in a way.
TA: Yeah, even for the mechanics we haven't added yet, people just fill in the blanks. It's like that with a lot of games -- people think they are more complicated than they actually are. I remember having that experience with the ground war in Falcon.
Stories aren't the only way we plan. I think a few people had that idea. But it's certainly a fun way to plan that can really crystallize exactly what we want to accomplish.