I think to understand the UI you've got to have grown up with vim or emacs where offering a wide range of features via rather shallow keyboard interactions to enable power users. I am glad to be around now at the birth of computing, but it is all too easy to envy the people who will be young in the 22nd century. Gamemakers like Tarn, possible multiple generations of gamemakers, polishing these things will have some remarkable outcomes. If humanity survives to 2121, there are going to be some amazing games. Furthermore, not enough people have been exposed to computers yet. Thirdly, it is impossible for this sort of art to be a true lifetimes work because computers havn't been powerful enough to do this sort of thing for the full 50 years it takes to dedicate a life to one thing. ![]() A lifetime has not actually passed, but still there is a singleminded dedication here that is unusual. ![]() The second thing to observe is it appears to be a life's work. ![]() ![]() The exact nature of the art is a bit difficult to pin down - certainly isn't an exercise in graphics and the plot is inconsistent between playthroughs - but nevertheless. It is important, when contemplating Dwarf Fortress, to realise a couple of things.įirstly, and most obviously, the game is clearly some sort of work of art.
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