
They are context-sensitive as well, which just confuses things further when you are in a different menu category. They are so horribly inconsistent right now. If the menu system gets cleaned up, it might actually open the game up to more people. That is the reason there are about 50 different DF management programs because the menu system is so obtuse. It makes the game more of a chore to play. In a 2006 saga, called Boatmurdered, fans passed around a single fortress - one player would save a game, send the file to another player and so on, relay-race style - while documenting its colorful descent into oblivion." Perhaps most fascinating are the stories that fans share online, recounting their dwarven travails in detailed and sometimes illustrated narratives. Fans maintain an extensive wiki, which remains the game’s best (and, effectively, only) instruction manual, and which even Tarn and Zach admit to consulting. On a message board, one fan likened the ASCII experience in Dwarf Fortress to the immersive pleasures of reading a book: 'You can let your imagination fill in the gaps.' The community that has arisen around Dwarf Fortress is remarkable. Goblins’ eyes appear as red quotation marks if you shoot out an eye with an arrow, the symbol becomes an apostrophe. As seasons change, trees, represented by various symbols, shift from green to yellow. "Though it may seem ungainly at first, the game’s interface - rendered in what are known as extended ASCII characters - has a sparse elegance. The NY Times is running a story about Dwarf Fortress, an independently produced, ASCII-rendered fantasy game that thrives on its own uniqueness and has influenced countless other game developers (and runs on Linux).
