Supervisor: Dr. Joyce Goggin
DWARF FORTRESS:
NARRATIVES OF MULTIPLICITY
AND DECONSTRUCTION
Cameron Finn Kelly
10062920
Program in English Language and Culture
Department of Language and Literature
Submitted in partial fulfillment
of the requirements for the degree of
Bachelor of Arts in the
Faculty of Humanities
University of Amsterdam
2013
Table of Contents
Acknowledgments.........................................................................................................2
Introduction....................................................................................................................3
Part I: Theory.................................................................................................................4
1. Introduction.....................................................................................................4
2. Eminent Domains of Machinery: Prototypical Cybertexts..............................5
3. Jacking In, Branching Out: The Consequences of Nonlinearity...................11
4. Play It Again..................................................................................................13
5. Dwarf Fortress: Narratives of Multiplicity and Variance...............................16
Part II: Analysis............................................................................................................19
1. Introduction...................................................................................................19
2. "Urist McPlayer cancels Train Behavior: Convention lost or misplaced."....20
3. Under Mining, Contention: Undermining Convention...................................21
4. Dwarfing Postmodernism.............................................................................25
5. Slingattic/s ...................................................................................................28
5.1 Playthrough 1...................................................................................28
5.2 Playthrough 2...................................................................................30
6. Coda: A Necessary Disclaimer.....................................................................32
Conclusion...................................................................................................................33
Bibliography.................................................................................................................34
Appendix A: A Partial History of the Ageless Realms.................................................37
Appendix B: Playthrough 1..........................................................................................46
Appendix C: Playthrough 2..........................................................................................47
Kelly 2
Acknowledgments
On top of the debt I owe all giants for enabling me to stand on their shoulders in this
endeavor, I would like to thank my supervisor, Joyce Goggin, in particular. Quite
apart from her contributions to the field, her support and incisively critical feedback
on my text have allowed me to make this thesis the best it can be.
Additionally, I want to thank Tarn and Zach Adams for the game I'm convinced
more people are waiting for than perhaps realize it.
And, of course, I want to thank my dear friend and compatriot Rowan Noel
Stokvis, for spiral power and sometimes direly-needed motivation.
Ours is the drill that will pierce the heavens.
Kelly 3
Introduction
"Losing is Fun!"
So goes the unofficial motto of Dwarf Fortress, an open-ended city-building game in
a fantasy setting, with the graphic style of a roguelike, and a design philosophy akin
to a sadist with a model train hobby and unlimited disposable income. The solitary
programmer is, however, none of those things. The game has an intense and welldeserved cult following, yet little critical work has been done around it. This thesis is
an attempt to change that.
Taking Espen Aarseth's theory of cybertext as a starting point, what
modifications and specifications will we have to make in order to interrogate Dwarf
Fortress? What are the most critically fruitful points of its design? How can we bring
its fundamental features of world-persistence and replayability under the purview of a
critical analysis? These are some of the questions I will attempt to answer in what
follows.
This thesis is divided into two parts. In the first, from a broad conception of the
cybertext I attempt to work inwards and downwards to a reason for focusing on
Dwarf Fortress. In the second, I develop insights generated in the first part into a
specific analysis of the game itself. In the end I hope to have produced an initial
critical engagement with Dwarf Fortress that does justice to its depth and complexity,
and to have laid some groundwork for future study.
Strike the earth!
Kelly 4
Part I: Theory
This universe is, I conceive, like a great game being played out, and
we poor mortals are allowed to take a hand. By great good fortune
the wiser among us have made out some few of the rules of the
game, as at present played. We call them ‘Laws of Nature’, and
honor them because we find that if we obey them we win something
for our pains. The cards are our theories and hypotheses, the tricks
our experimental verifications.
- T. H. Huxley
1. Introduction
To the extent that a video game resembles a work of culture in which the text is
unambiguously visible, it is possible to perform an "old-fashioned" literary critique of
it. The critic selects a theoretical framework through which to interrogate the
observable object; through this interrogation, greater understanding of the work and
its pragmatic function is facilitated. This much is largely self-evident. All video games,
however, are not created equal: their formal features frequently render such criticism
problematic, if not impossible. As such, much critical attention has been devoted to
elucidating which properties of games make them resistant to conventional
understanding, as well as to describing the relations which new frameworks will have
to articulate in order to be productive.
In "Structure, Sign and Play in the Discourse of the Human Sciences",
Jacques Derrida argues for a discursive methodology called bricolage, modeled on
the structuralist anthropology of Claude Lévi-Strauss:
the other [method of criticizing a discourse] [...] consists in conserving in the
field of empirical discovery [...] old concepts, while at the same time exposing
here and there their limits, treating them as tools which can still be of use.
(254)
Revolutionary implications aside, I concur that the most productive environs for a
critical discourse are the boundary conditions specified by the discourse itself;
furthermore, those of literary criticism and games studies intersect in meaningful
ways. Concordantly, I want to locate this thesis at productive points of contact. My
objectives are first to synthesize, from the disciplines of literary theory and games
studies, a useful methodological framework, and then to use it in a case study of a
Kelly 5
specific game. In this part I will pursue the former objective; I will first define the area
I will be studying, and follow this with a description of my critical approach to it.
2. Eminent Domains of Machinery: Prototypical Cybertexts
A study in what were then emerging forms of textuality, Espen Aarseth's Cybertext
advances many ideas germane to the discussion of computer games, some of which
I want to discuss at greater length. In particular, his eponymous concept deserves
attention. He defines cybertext as "the wide range (or perspective) of possible
textualities seen as a typology of machines, as various kinds of literary
communication systems where the functional differences among the mechanical
parts play a defining role in determining the aesthetic process" (22). 1 "Cybertext" thus
principally denotes a way of looking at text. The underlying principle is the conception
of the textual object as containing an information-feedback loop which co-determines
its configuration. It is therefore theoretically possible to study any text as cybertext;
however, thorough engagement with cybertext theory must privilege certain kinds of
texts over others as more salient for analysis.
In Pöstmödernist Fictiön, Brian McHale appropriates Roman Jakobson's
concept of the dominant: "with the help of this conceptual tool, we can [...] elicit the
systems underlying [characteristics of a moment in history]" (7). 2 Without restricting
himself to Jakobson's "deterministic and imperialistic language", McHale defines the
dominant as "[specifying] the order in which different aspects [of a text] are to be
attended to" (6, 11). In so doing, he argues that a text can be characterized as
foregrounding some aspect of itself, and that this should inform criticism. Following
Derrida, I contend that the same is true of critical discourses: theories are worth
interrogating to determine which texts to study first, based on the subsets of work
they foreground.
Primarily, I see cybertext theory as foregrounding the subset of literature
Aarseth calls ergodic: "literature [in which] non-trivial effort is required to traverse the
text" (1). In an earlier article, "Nonlinearity and Literary Theory", Aarseth defines
"traversal" in terms of his conception of a text's mechanical constituents. 3 Here,
1
Aarseth, Espen J. Cybertext : Perspectives on Ergodic Literature. Baltimore: Johns Hopkins
University Press, 1997. Print.
2
McHale, Brian. Pöstmödernist Fictiön. London New York: Routledge, 1991. Print.
3
Aarseth, Espen J. "Nonlinearity and Literary Theory." In Wardrip-Fruin, Noah and Nick
Montfort. The New Media Reader. Cambridge: MIT Press, 2003. 761-80. Web.
Kelly 6
Aarseth describes the process of a user engaging with a text: "textons" (elementary
particles of textuality "best conceived as an arbitrarily long string of graphemes, [...]
identified by [their] relation to the other units as constrained and separated by the
conventions or mechanisms of their mother text") are arranged into "scriptons" ("an
unbroken sequence of one or more textons as they are projected by the text") by
"traversal function(s)" (the aforementioned "conventions and mechanisms that
combine and project textons as scriptons to the user") (767). The above analogy to
particle physics is not accidental; I propose to consider textons slightly differently
than Aarseth describes them. He consistently uses the word "project", which implies,
apart from a medium through which textons are projected, a receiver able to
generate meaning from the resulting scriptons. Furthermore, he demonstrates in the
same article that "the old role of a posteriori investigator no longer suffices"; that is,
that the reader/user, more than generating a personal interpretation, is an irreducible
part of the mechanism of the text (779). This seemingly implies more than
coincidental isomorphism between cybertextual semiotics and particle physics.
Concurrent with the conception of the text as a machine requiring an operator,
therefore, I propose conceiving of language as a field pervading the text which
facilitates the transfer of force. As the photon mediates the electromagnetic force, the
texton generates meaning by mediating a semiotic force. 4 However, according to
quantum field theory, particles are not discrete objects but excited states of the field
instantiating them. This characterization applies equally to "an arbitrarily long string of
graphemes": appearances of such strings can be considered particular excited states
of the language-field. Furthermore, observation alters the position and velocity of a
physical particle, making those quantities fundamentally indeterminate and
necessitating the description of the particle as a distribution of probabilities. I would
argue that positing the user as a irreducible part of the production of meaning
introduces an analogous indeterminacy into the precise semiotic content of the
texton: the user's very apprehension of the texton partially determines her
understanding of it. For this reason, I propose to consider the texton as an
indeterminate abstract force underlying the scripton, which must similarly be
conceived of as the resultant observable sense-generating movement, analogous to
quasiparticles generated by the excitation of matter.
4
A dialectic with writings by Luce Irigaray and Hélène Cixous concerning "phallogocentrism"
seems apropos, given the aggressive connotations of the word "force" outside of physics, but such is
unfortunately outside the scope of my project here.
Kelly 7
Within my deployment of Aarseth's theory, therefore, textons are an
abstraction and scriptons are their observable instantiations. Furthermore, the user
may be involved to any degree in the execution of a text's traversal functions; the
effort required by this process is what distinguishes a text as being ergodic.
Therefore, while any text can be seen as a system containing a meaning-generating
information-feedback loop, ergodic texts are best seen as metastable systems with at
least two distinct states: completely and incompletely traversed. 5 This property of
metastability makes explicit the role of the user in the process of traversal. It requires,
besides the signifiers inherent in all semiotic systems which “[glide] along a signifying
chain, generating sense as a function of difference", the active effort to reach points
from which such signifiers are set in motion (Goggin, 50). 6 I would, therefore, contend
that while the "back-and-forth movement between players (the spectator and the
work of art, the reader and the novel)" which Joyce Goggin describes can be located
almost anywhere in human experience, it is foregrounded especially by those things
which we most commonly play at: games (Goggin, 32).7
I would go further, however, and recursively explore games for further
connections to cybertext theory. As Goggin argues following Saussure and Derrida,
meaning is indeed generated playfully, and (as I have argued) games foreground this
process by making the player ineluctably aware of her complicity therein. What would
characterize a game which specifically foregrounds this complicity? One such feature
would be that the game self-reflexively foregrounded its own "gameness". This is
because games, by virtue of being games, immediately signal their relation to play,
and characteristics other than conspicuous self-reflexivity tend to displace emphasis
onto other problematics.
Part of the critical potential of video games consists in the recognition by
users, developers and critics of games’ ability to forward broader issues than "you
must shoot the thing". For an analysis of the form itself, however, I have tried to show
that these implications prove distracting. Instead, I want to examine features other
than play which constitute "gameness" in a manner that will enable useful
generalizations. In his online response to Gonzalo Frasca's "Videogames of the
5
"Complete traversal" does not entail that the user has experienced all possible scriptons;
rather, it signifies a point at which no traversal function can generate any further scriptons.
6
Goggin, Joyce. “The Big Deal: Card Games in 20 th-Century Fiction”. Unpublished diss.
Université de Montréal, 1997.
7
It is worthy of note that this back-and-forth movement is remarkably similar to the informationfeedback loop in cybernetic theory.
Kelly 8
Oppressed", Eric Zimmerman suggests that "constraints are the raw material out of
which games are made".8 Though perhaps fruitful in some contexts, for an
understanding of games-as-games this notion requires some clarification.
I understand a constraint as simply the inability to do something within some
game-system. Naturally, constraints of particular systems must differ: the ability to
arbitrarily place doors is necessary in The Sims, but would obviate much play in the
deliberately-designed environments of Half-Life. The "no arbitrary doors" constraint
thus emerges as a secondary consequence of what Half-Life's programmer chooses
to make possible: rules are what actually constitute game-systems, and are
ultimately constituent of genres within games. Indeed, responding to Zimmerman,
Frasca notes that "while [games] give a certain amount of freedom to their players,
they are always under the control of an author who decides which rules will govern
the model".9
Similarly, I would contest Zimmerman's assertion that "struggling within and
against constraints is what generates the play of a game". I submit that this
overgeneralization unjustly subsumes the mechanical components of the gamesystem which, interacting, produce play. Constraints are perhaps part of what makes
the game ergodic; yet this kind of constraint never proceeds from a hard-coded
prohibition. Rather, it emerges from gaps in the player's personal ability, which are a
function of her familiarity with the rules, which must increase if she is to progress.
The threat of death in Half-Life, for instance, makes traversal non-trivial.
However, it emerges from the convergence of different features of the game-system
at different times—now combat, now the environment, et cetera. This renders
untenable its consideration as a well-defined constraint upon the player. In a similar
vein, games with "dialogue puzzles" display a degree of ergodicity above that of
pressing a button to hear characters deliver sound bites. Simply navigating levels
and interacting in a limited manner with NPCs is thus not ergodic; these actions may
be invested with narrative or aesthetic significance, but the only play which
foregrounds itself as process is that which makes the game non-trivial to traverse,
and that ergodicity is predicated on the relationship between the player and the rules
of the game.
8
Zimmerman, Eric. "Eric Zimmerman's response." Electronic Book Review: First Person.
January 8, 2004. Web. Accessed June 14, 2013.
9
Frasca, Gonzalo. "Gonzalo Frasca responds in turn." Electronic Book Review: First Person.
January 8, 2004. Web. Accessed June 14, 2013.
Kelly 9
It could be argued that all a game's play is ergodic, by comparison with noninteractive narrative entertainment, passively received by a viewer. I contend,
however, that this comparison maintains a deleterious analogy between games and
other forms of textuality. Aarseth asserts, concurring (to a point) with the militant
argument advanced by Markku Eskelinen, that "games are self-contained" (48). 10
However, this statement should be viewed against the backdrop of what Frasca calls
the "debate that never took place" between ludology and narratology. 11 Regardless,
one need not go quite as far as Eskelinen and Aarseth in order to argue convincingly
that some games, or even the majority of games, should in any event firstly be
considered as games. I contend that navigating levels and interacting with NPCs
subtend gaming to such an extent that it is felicitous to characterize them as trivial
when discussing games in this way. 12
The relationship between the player and the rules of the game-system, which
relationship itself subtends ergodicity, is foregrounded by a particular genre of
games. First, however, a fundamental point of difference between computer and noncomputer games merits addressing. Writing about card games in the 20 th-century
novel, Joyce Goggin notes that "rules, then, are agreed upon and they change as a
function of context, so that it would be impossible to know all of the rules to any game
exhaustively" (57).13 This assertion falls apart in a remarkable way when discussing
computer games. Specifically, it is plainly untrue of software that the rules change as
a function of context; rather, they are "fixed once and for all" by the Authorprogrammer at the time of writing. "Cheats", while circumventing "normal", playful
interaction with a game-system, must still be explicitly coded into it. 14 Even software
patches, which might be motivated by user feedback, operate distinctly from the act
10
Aarseth, Espen J. "Genre Trouble: Narrativism and the Art of Simulation." In Fruin, Noah, and
Pat Harrigan (eds.), First Person: New Media as Story, Performance, and Game. Cambridge: MIT
Press, 2004. Print.
11
Frasca, Gonzalo. "Ludologists love stories, too: notes from a debate that never took
place." Proceedings of International DiGRA Conference: Level Up. 2003. Web.
12
I am not suggesting that the implied internalizing of "gestural capacities" through play is
entirely unproblematic (see Joyce Goggin's article "Playbour, Farming and Leisure", which I discuss in
what follows and reference in footnote 26). I simply wish to articulate that, in terms of meanings
generated by play, exploration of a game world constitutes ground rather than figure.
13
Ibid. 6.
14
See Chess, Shira. "Playing the Bad Guy: Grand Theft Auto in the Panopticon." In N. Garrelts
(Ed.): Digital gameplay: essays on the nexus of game and gamer (p. 80-90.). Jefferson, North
Carolina: McFarland Press, 2005. Print. Chess argues that a player's decision to cheat entails a
recognition of the game's rules (18). Therefore, she argues, cheating is ultimately the reproduction of
the Foucauldian model of power she deploys throughout her article. I contend that this reproduction is
not merely discursive: it is literal. The player, even when cheating, is not operating outside the system
in any way.
Kelly 10
of play—a computer game's rules by definition cannot be changed while it is in use.
However, rather than entailing some greater accessibility to the rules of the game (as
per Goggin's assertion), this has had the inverse effect. Though software fixes the
rules in a single form for each traversal, even open-source software is impenetrable
to the average user because it is written in code. A computer game's ergodicity is
predicated on the approximating relationship between the player and the rules
because the only way for her to come to know them better is to learn by playing the
game.
All games exhibit this property, but I contend that the only genre which
constructs the growing familiarity of the player with the rules as the end-in-itself of
play—therefore foregrounding that relationship—is the genre of simulation. As
Aarseth notes, "the computer game is the art of simulation [...] all computer games
contain simulation" (52).15 This, however, is not to say that simulation subtends every
game equally, or that it serves a singular purpose. For instance: through title cards,
the trailer for the FPS Unreal emphasizes many of the game's features. 16 Notably
absent are descriptions of combat, clips of which the title cards interpolate. It seems
that the intent was to facilitate an immersive experience with an underlying gamesystem, of which a physics simulation forms a part. In other words, simulation is
deployed but not foregrounded in Unreal.
Similarly, games exist whose systems extrapolate from real-world dynamics
(Portal), whose systems extremely intricately model particular dynamics (Sniper
Elite), and whose systems posit entirely new models (Miegakure, which aims at
conveying the experience of a fourth spatial dimension). None of these games
foreground simulation, however, and concordantly none are characterized as
"simulation games". I contend that the fundamental point of difference between these
games and games like Microsoft Flight Simulator, SimCity, Train Simulator and
Conflict: Middle East Political Simulator is that in the latter, rather than being a means
to an end, simulation is the end-in-itself.
To recapitulate: cybertext theory is a useful framework for the literary analysis
of digitally-mediated texts. Any such analysis must judiciously select objects,
however. As I have argued, an ideal starting point is a text whose status as meaninggenerating machine is foregrounded through ergodicity. Games accomplish this;
15
Ibid. 10.
Romero, Josh. "Unreal 1 trailer celebrates eleventh b-day." Videogamesblogger.com. 26 May
2007. Web.
16
Kelly 11
simulation games further foreground "gameness" itself (being composed of rules
which players must master to progress). As prototypical cybertexts, therefore,
simulation games must be analyzed using a methodology with features specifically
informed by cybertext theory. I will suggest one such feature in what follows.
3. Jacking In, Branching Out: The Consequences of Nonlinearity
Even if a text is not ergodic, cybertext theory specifies that the user must perform an
active, configurative function to traverse it and generate meaning. As I have already
argued, the game-system (instantiating the Author-function) must be taken into
account in this process. This has the effect of undermining the Barthesian "galaxy of
signifiers", but only by making it entirely literal. 17 It is not merely the "codes mobilized"
by the game which "extend as far as the eye can reach" (5-6). 18 It is also the game's
empirical history which thus diverges.
Play, then, generates meaning, but the decision to configure the game-system
does not immediately result in the experience of having generated meaning. 19
Interposed causally between these two cognitive events is the in-game result of that
configurative act. This result must be taken into account, because the configuration
of the game-system in a particular way was, by definition, its configuration in that way
and no other. All the alternative ways in which the player might have configured the
system at that point were evidently dispreferred. Meanings contingent on these
alternatives are thus also dispreferred. However, the preference-determining process
is extrinsic to the game-system. Therefore, a theory which professes to consider that
system cannot ignore meanings which the system enables but which the player
happens to avoid actualizing. The player, however, cannot traverse the text except
by choosing, and therefore must limit herself to generating a subset of all possible
meanings. In "Nonlinearity and Literary Theory", Aarseth predicts this problem and
provides the beginnings of a solution:
When we look at the whole of such a nonlinear text, we cannot read it; and
when we read it, we cannot see the whole text. Something has come between
17
Aarseth, while introducing the concept of a cybertext in its eponymous book, argues
something very similar: "The study of cybertexts reveals the misprision of the spacio-dynamic
metaphors of narrative theory, because ergodic literature incarnates these models in a way linear text
narratives do not" (4).
18
Barthes, Roland, et al. S/Z. Oxford: Blackwell, 1990. Print.
19
Not, in any event, in the same way that reading does.
Kelly 12
us and the text, and that is ourselves, trying to read. This self-consciousness
forces us to take responsibility for what we read and to accept that it can never
be the text itself. [...] How can we be critics if we can no longer read? How can
reviewers of cybertexts face the fact they probably missed large numbers of
scriptons? [...] the old role of a posteriori investigator no longer suffices. Like
the user, the critic must be there when it happens. Not only that but, like the
participant observer of social anthropology, he or she must make it happen.
(769-79)20
Aarseth's comparison of a cybertextual criticism to social anthropology is no accident.
Besides the relation to Lévi-Strauss' bricolage, this evokes a researcher who
considers a corpus in order to generalize fundamental principles from empirical
tendencies. The cybertextual critic, focused, as Aarseth notes, on "a process [...]
rather than a project", must necessarily consider the corpus of game-histories it is
possible to generate (779).
There is another fundamental point of difference, between games and other
forms of textuality, that deserves articulating here. In Spec Ops: The Line, traversal
requires the player, through Captain Walker, to commit an atrocity. The rest of the
game, logically, is predicated on the assumption that she does. But in what sense
can Walker be said to have already committed the atrocity if the player refuses to
actually make him do it? A game-history which ends at this point (the player refuses
to continue) must be as valid as one which does not, in terms of the meaning
generated concurrently with it.
Walt Williams, the lead writer of the Spec Ops development team, explicitly
comments on this not-so-hypothetical situation: "People were focus testing [that
scene] and ... they were pausing the game and they were leaving the room. [...] if the
player is thinking about seriously putting down the controller at this point, then that's
exactly where we want them to be emotionally." 21 In other words, no less than a
game-history consisting of all possible scriptons, one which has "locked out" a
substantial portion of the game's content can constitute a complete traversal. I
contend that a cybertextual analysis must consider both of these notional histories,
as well as all the intermediate variations whose existence they imply.
20
Ibid. 3.
Pitts, Russ. "Don't Be A Hero - The Full Story Behind Spec Ops: The Line." Polygon.com. 27
August 2012. Web.
21
Kelly 13
The cybertextual critic, therefore, in "being there when it happens", must
indeed make it happen as Aarseth suggests: she has a constitutive effect on the
game-history. Analyzing a game may therefore mean playing it repeatedly, as indeed
Gonzalo Frasca, developing his reading of Augusto Boal, suggests in "Videogames
of the Oppressed". I would go further, however. Barthes, in arguing for re-reading,
asserts that according to "the commercial and ideological habits of our society, [rereading] is tolerated only in certain marginal categories of readers” (16). 22 This at
once undermines and is echoed by Aarseth's assertion that "most novels are read
only once" (48).23 Barthes concedes this, but contends that re-reading makes the act
of traversal "no longer consumption but play" (16). I want to modulate this notion, and
suggest that replaying a game makes traversal no longer mere consumption but a
valid "reading".
4. Play It Again
Borderlands is a first-person shooter with some character-building, role-playing
elements. Specifically, the player character levels up and unlocks various abilities.
Once the game's core narrative has been completely traversed, the player may play
through it again, but with the same character that has just completed traversal, with
appropriately-scaled difficulty and rewards. Borderlands titles this functionality
"Playthrough 2". It is significant that a self-contained construction of a game-history is
thus given a name, and I want to suggest that the concept of the "playthrough" can
be generalized into a concept of methodological utility for cybertextual studies.
Specifically, if a single playthrough, requiring configurative participation,
generates one of many possible game-histories, then the form of that configuration
must imply dispreference for its alternatives and, on some level, the player must be
aware thereof. This is to say that a playthrough must imply its alternatives in much
the same way that power and knowledge imply each other for Foucault: as he wrote
of power/knowledge, we may speak of playthrough/s.24 Shira Chess describes a
dynamic by which the player of a video game occupies much the same position, in
22
Ibid. 18.
Ibid. 10. Aarseth argues further that "you can be an expert chess player without playing any
other game"; while technically correct, he omits to mention that familiarity with broader conventions will
facilitate traversal of any game which they subtend.
24
The implicatory slash performs a deconstruction of the binary parentheses, which limit one to
either talking about a single playthrough or talking about more than one.
23
Kelly 14
relation to the player character, as the "observing and controlling authority" to the
docile body:
A game's controls and interface create a system that both facilitates game
mastery and produces an environment where players can be easily taught and
conditioned. By limiting a player’s space, time, and movements video game
conventions force players to play in very specific ways. (2, 4) 25
I concur with this argument, and would expand it slightly to suggest that the power
the player is most clearly taught to exercise is the power to shape the game-history.
Joyce Goggin deploys a similar argument, writing about the often-blurry distinction
between work and play: "As players progress through Grand Theft Auto, the game
compels them to perfect valuable digital skills as a function of [...] disciplinary
techniques" (363).26 The words "progress through" are significant to me: they imply
that the internalization of disciplinary techniques (and the exercise of power) is not
located in a single moment. Rather, it operates as a function of an entire playthrough.
Furthermore, in his description of the micro-physics of power, Foucault pens a
sentence which resonates with my argument about the accessibility of the gamesystem's rules for the player: "there may be a 'knowledge' of the body that is not
exactly the science of its functioning" (26). 27 In other words, knowledge which
reciprocally produces power does not have to be intimate and comprehensive;
merely relevant to the exercising. About this relationship, Foucault writes:
We should admit rather that power produces knowledge (and not simply by
encouraging it because it serves power or by applying it because it is useful);
that power and knowledge directly imply one another; that there is no power
relation without the correlative constitution of a field of knowledge, nor any
knowledge that does not presuppose and constitute at the same time power
relations. (27)
From all this, I submit, theoretical support for my concept of playthrough/s can be
synthesized. Specifically, each possible playthrough represents both players
knowledge of the game-history, as well as their power to modify it. For this reason I
contend that disparate playthrough/s imply and produce each other reciprocally in the
same sense that power and knowledge do for Foucault.
25
Ibid. 14.
Goggin, Joyce. "Playbour, Farming and Leisure." Ephemera: Theory and Politics in
Organization 11(4): Work, play and boredom. Leicester, U.K: University of Leicester, 2001. Web.
27
Foucault, Michel. Discipline and Punish: The Birth of the Prison. New York: Pantheon Books,
1977. Print.
26
Kelly 15
Various authors have come close to implying something similar to what I am
suggesting. Simon Penny has argued that "interactive applications are machines
which generate pictures", articulating in a few words the fundamental difference I
have discussed between passively-received textuality and textual machines with
involved operators.28 Janet Murray argues for a genre of "replay stories", based on
replay as "usually accomplished by saving the game at regular intervals", which
enables players to return to any of these points, turning them into nodes from which
game-histories diverge.29 While studies of games which foreground such functionality
will likely prove interesting, Murray's formulation of the "replay story" obscures the
more fundamental point that every computer game is potentially a replay story. Like
re-reading a prose text, the possible interpretations of every game-history are
divergent, and contingent on the reader. Unlike a prose text, however, the "gametexts" which are interpreted are really the playthrough/s. These, as I have argued,
must causally precede interpretation, but are themselves divergent and readercontingent. Saving a game, therefore, is not equivalent to using a bookmark. Prose
texts exist, and the reader may return to a previous point only in order to embark on a
new interpretation. Conversely, the playthrough "text" does not exist until created
through play, and therefore to replay from an earlier point is to create a new
playthrough from that point onwards.
Aside from its implications for the status of the playthrough-as-text, the save
point has simple practical utility. Saving preserves the game-state in a file; these files
can be manipulated. Many games do not freely distribute points at which saving is
possible: they automatically delete save files if the player fails, tie the save function to
the exit function, or some combination of the above. Circumventing these restrictions
is justifiably considered cheating. However, it is a valid way of concretizing the
abstract cloud of possibilities which normally constitutes a given playthrough's
alternatives. It therefore enables us to responsibly speak of playthrough/s as valid
objects for critical study.
The cybertextual critic, being still a textual critic, must be concerned with a
text-like object; yet equally she cannot be concerned with just one playfullygenerated "text", as one instance is insufficient empirical evidence to describe a
28
Penny, Simon. "Representation, Enaction and the Ethics of Simulation." In Fruin, Noah, and
Pat Harrigan (eds.), First Person: New Media as Story, Performance, and Game. Cambridge: MIT
Press, 2004. p.80. Print.
29
Murray, Janet. "From Game-Story to Cyberdrama." In Fruin, Noah, and Pat Harrigan (eds.),
First Person: New Media As Story, Performance, and Game. Cambridge: MIT Press, 2004. p.6. Print.
Kelly 16
process. In any case, that which is generated by playing cannot possibly be "the text
itself". This much is countenanced by Aarseth's conception of nonlinear textuality as
a literal instantiation of the text as reception aesthetics: more than suggesting that
"literary texts need readers to acquire meaning", Aarseth posits cybertexts as
needing readers in order to exist at all (365). 30 I contend that playthrough/s are the
solution to the "crisis in criticism" he describes (778). 31 A (micro)corpus of similar
playthroughs are generated as a function of play, instantiating a family of gamehistories which are each isomorphic to a text. These playthroughs would then be
comparatively analyzed with an eye for the same sense-generating difference that
concerns literary scholars, in addition to whatever features of the game are more
traditionally salient.
We now hopefully have a sufficiently specific conception of the object of study
and we have a productive methodological tool. What, finally, are we to study? The
answer to this question, fortunately, requires much less theoretical justification than
anything discussed thus far.
5. Dwarf Fortress: Narratives of Variance and Multiplicity
It is difficult to imagine a game that foregrounds its own status as cybertextual
simulation to a greater extent than Slaves to Armok: God of Blood Chapter II: Dwarf
Fortress: X of Y and Z (even the game's title is procedurally-generated). Using "more
complicated simulations [...] than when you model the aerodynamics of a wing", the
game's creator intends it as an "open-ended 'story generator'", which aligns it with
Murray's theory of the "replay story". 32 Moreover, the game has recently been
inducted into the New York Museum of Modern Art's "Applied Design" exhibition, an
event that would indicate the game’s significance. 33 As such, I would like to offer a
general overview of its place in gaming history, as well as a brief characterization of
its features according to the typology for nonlinear textuality which Aarseth presents
30
Fluck, Winfried, Laura Bieger, and Johannes Voelz. Romance with America? : Essays on
Culture, Literature, and American Studies. Heidelberg: Winter, 2009. Print.
31
Ibid. 3.
32
Weiner, Jonah. "The Brilliance of Dwarf Fortress." NYTimes.com. July 21 2011. Web. 14 July
2013.
33
Winslow-Yost, Gabriel. "SimCity's Evil Twin." Newyorker.com. April 11 2013. Web. 14 July
2013.
Kelly 17
in "Nonlinearity and Literary Theory" (767-8), before I discuss the features that make
it eminently suited to the analysis I have proposed.
A playable version of Dwarf Fortress, version 0.21.93.19a, was first released
on 8 August 2006; the newest version, 0.34.11, was released on 4 June 2012. The
game, developed by Tarn Adams, inherits many of its formal features from the
tradition of roguelikes: games in the style of Rogue, a fantasy-themed "dungeon
crawler" RPG featuring a steep learning curve and “primitive” graphics using ASCII
text. To these features, Dwarf Fortress adds a persistent world, procedurallygenerated and simulated in intricate detail. The goal is the establishment of a
dwelling (a fortress) that will house a group of dwarves. In pursuit of this goal the
player is allowed total freedom of design but must additionally contend with invasion,
disease, insanity, hostile wildlife, the needs of citizens, and relations with other
civilizations. In Aarseth's terms, it is a textonically dynamic, indeterminate,
asynchronously transient text with conditional access to scriptons (given that, as a
simulation, it must be configured). Furthermore, it exhibits a combination of every
possible type of user-functionality: the explorative, role-playing and configurative
functionalities, somewhat self-evident, are supplemented by the poetic function
insofar as fortress design is quite often "aesthetically motivated".
The game is so inordinately ergodic that it would be worth considering as a
cybertext on that merit alone. Aside from lacking even a cursory tutorial, while being
so unforgiving that the community's unofficial motto is "losing is fun", the process of
traversal proper cannot even begin until the player has generated a world by
configuring various oblique parameters. This is a commonly-occurring property of
"sandbox" games, but in most such games world-generation is usually a trivial, nonergodic event.
Furthermore, unlike SimCity, in which configuring the world and watching it
unfold are essentially separate actions, simulation in Dwarf Fortress is foregrounded
even above the fundamental property of player complicity: characters' needs take
precedence over players' commands. I would even argue that, though Dwarf
Fortress discourages save-manipulation by linking saving to the exit function, it
facilitates deployment of my concept of playthrough/s through multiple play modes
and world-persistence. Even if a fortress falls, the player can reclaim it with new
dwarves, or start a new fortress in a neighboring region. Moreover, aside from the
central "Fortress mode", the game's worlds can also be navigated in "Legends
Kelly 18
mode", which allows the player to view their procedurally-generated histories, and
"Adventure mode", which plays like a more conventional roguelike.
Given Dwarf Fortress' eminent foregrounding at every level of the features I
have advanced as being salient to cybertext theory, I propose to consider it as the
first subject of the critical framework I have presented in this part of my thesis.
Kelly 19
Part II: Analysis
In der Mitte aller Ferne
steht dies Haus
drum hab es gerne
- Hermann Broch
1. Introduction
It has not been my intent to imply that the only ingredients of a properly-executed
analysis of a video game are a cybertextual sensibility, an understanding of
simulation and a deployment of multiple playthrough/s. Rather, I contend that these
things provide a partial answer to the question of the analyst's subjectivity raised by
Aarseth in "Playing Research: Methodological approaches to game analysis". I want
to argue that such things are productive elements of a multi-layered framework such
as Aarseth describes, without abrogating the need for what he calls a "well-argued
analysis" (6).34
However, I would question the necessity of deploying such frameworks as
Bartle's typology of players. In Aarseth's methodology, categorizing players seems to
constitute part of an effort to factor them out; while it establishes critical distance, it
has certain consequences for statements thus made. It risks rendering them so
broad they no longer permit useful generalizations; Jill Walker Rettberg and Anders
Sundnes Løvlie, among others, have criticized Aarseth on these grounds. 35 It also
seems to necessitate constant self-effacing hedges. I suspect that there are other
ways of practicing the "critical self-awareness" and "research ethics" Aarseth rightly
concludes are necessary (7).
Moreover, the user's participation is fundamental to the understanding of a
cybertext. Playthrough/s cannot exist without her. Implicitly, the cybertextual critic will
also be a user at some stage of her analysis. Thus, if the user is so integral to the
cybertext, is it productive to describe it from some other position? Cybertexts thus
make subjectivity into an explicitly structural property. However, this shift changes the
nature of criticism only in a practical way—not fundamentally.
34
Aarseth, Espen J. "Playing Research: Methodological approaches to game analysis." Papers
from spilforskning.dk Conference, 28-29 August 2003. Web. Accessed 26 June 2013.
35
In fairness: Aarseth himself displays, at various points, an awareness of the primacy of useful
generalizations, especially as pertains to kinship between conventionally disparate phenomena.
Kelly 20
In the subjective experience of Dwarf Fortress which I analyze here, I will not
maintain a distinction between what Aarseth calls "free play" and "analytical play" (7).
Perhaps I am unable to occupy both positions simultaneously; regardless, my
ontological status as player/critic is not at issue. The game-history I create, I
understand equally as someone who plays Dwarf Fortress because it is enjoyable
and as someone who plays because it is critically fecund. If a distinction is possible, it
is not useful, because the game-history remains unaltered and the game-system
remains unalterable. The only relevant datum is that I have played.
My analysis will therefore be divided into two principal parts. The first will be
the "well-argued analysis"; the second will be a discussion of my personal
experience, into which I will incorporate a demonstration of my concept of
playthrough/s. In this effort, I only want to show that the "collective pool of
experience" Aarseth argues will "always bring new aspects [of a game] forward" can
be generated just as well by a single user (6). As such, I will provide the simplest
possible demonstration: a single game-history, bifurcated only once.
2. "Urist McPlayer cancels Train Behavior: Convention lost or misplaced."
In "Playing Research" Aarseth asks "Where is the new adventure game with
[anachronistic] graphics that was successful?" (4). Dwarf Fortress answers that
question. Its graphics, moreover, while anachronistic, are intentionally so. As a
stylistic choice, the implementation of a world in colored ASCII characters has the
effect of allowing the player's brain to do much of the work normally delegated to the
computer's GPU. Those clock cycles are then free to further compute the simulation.
Additionally, Tarn Adams has repeatedly indicated—in, for example, the foreword to
Peter Tyson's Getting Started With Dwarf Fortress—that this choice was made for
technical reasons.36
The result has been a game which employs simulation to a greater extent than
most other games. Dwarf Fortress is more than a prototypical cybertext, however. In
"Quests in World of Warcraft: Deferral and Repetition", Jill Walker Rettberg examines
the MMORPG in terms of "rhetorical figures": particular organizations of parts of the
game-system which create a certain effect. 37 She argues that deferral and repetition
36
Tyson, Peter. Getting Started With Dwarf Fortress. Sebastopol, CA: O'Reilly, 2012. Print.
Rettberg, Jill Walker. "Quests in World of Warcraft: Deferral and Repetition." In Corneliussen,
Hilde, and Jill W. Rettberg (Eds.). Digital Culture, Play, and Identity : a World of Warcraft reader.
37
Kelly 21
are conventions employed by the designers of WoW (168). Similarly, from every
subset of cultural works it is possible to distil a set of conventions. This is equally true
of simulation games; I want to show that Dwarf Fortress significantly subverts several
such conventions. Similarly, both Scott Rettberg, in "Corporate Ideology in World of
Warcraft", and Shira Chess, in "Playing the Bad Guy: Grand Theft Auto in the
Panopticon", examine the ways in which games train their players to internalize
certain attitudes.38 I additionally want to interrogate Dwarf Fortress in terms of these
attitudes.
In "End of story? Quest, narrative and enactment in computer games", Anders
Sundnes Løvlie modulates ideas of estrangement from Brecht's theory of theater into
the player's deliberate frustration by a game's mechanics. 39 The underlying principle
is the subversion of the player's expectations. Løvlie frames the process primarily in
terms of enabling artistic expression; I contend that "artistic expression" here is
functionally interchangeable with "literary effect". My next objective, then, is to identify
which expectations Dwarf Fortress subverts, and how this is achieved.
3. Under Mining, Contention: Undermining Convention
As I have argued, the principal generator of play in any kind of simulation is the
approximating relationship between a player and her knowledge of the rules; this is
paradigmatically true of Dwarf Fortress. However, one distinguishing property of the
playful process in simulation games is that the rules are normally simple enough to
be learned quickly. While they are inaccessible to the player, this is compensated for
by the utility of trial and error. Dwarf Fortress frustrates this exchange; its complexity
is such that events acquire indeterminacy approaching that of reality. An effect might
arise from any number of causes; discovering which particular cause is at hand often
requires time and resources the player cannot afford to commit, and is sometimes
impossible.
Cambridge, MA: MIT Press, 2008. Print.
38
Rettberg, Scott. "Corporate ideology in World of Warcraft." In H. Corneliussen & J. Walker
Rettberg (Eds.). Digital Culture, Play, and Identity: A World of Warcraft Reader. MIT Press: Boston,
2008. pp. 19-39. Web. Accessed 25 June 2013.
For Chess' paper, see footnote 14.
39
Løvlie, Anders S. "End of story? Quest, narrative and enactment in computer games."
Proceedings of International DiGRA Conference: Changing Views, Worlds in Play. 2005. Web.
Accessed 30 June 2013.
Kelly 22
As a concrete example: bugs occasionally cause merchants to be unable to
leave the play area, which frustrates their desire to return home, as well as their
basic needs. Persistently unfulfilled needs or wants cause unhappiness; significant,
persistent unhappiness causes insanity. During one playthrough, an elf merchant
who had failed to leave with her caravan abruptly went insane and died. However:
just before she went insane, I had designated many trees for felling. Most intelligent
creatures in the game have a guiding interest; the elves desire is to protect nature.
Therefore, it is possible that my deforestation generated sufficient unhappiness for
the elf to go insane. Determining the exact cause would require repeating the event.
However, aside from the fact that each group of merchants only comes once per ingame year, other civilizations hold the player responsible for deaths of their members
occurring in the play area. This makes eliciting the cause of the elf's insanity
prohibitive: enough deaths and the elves would besiege the fortress. Here, therefore,
Dwarf Fortress makes it impossible to learn the rules and prevent further elven
deaths. This makes the process of learning more life-like than simulations of lesser
complexity: one is never certain that one has definitive answers.
Another of a simulation-game player's expectations is her position within a
hierarchy of power relations. Characters are subject to her will, but she is only able to
exercise it in ways the programmer allows her to. Dwarf Fortress inverts this
relationship at each level. At the lowest level, dwarves are not absolutely subject to
anything but the algorithms governing the simulations of their being; the player
cannot influence the exact sequence of events. She might disallow mining by all
dwarves but one and designate some rock to be excavated. In the process, however,
the specifically-chosen dwarf might still fall asleep, or take a break. The dwarves will
even occasionally badly perform tasks which the player can specifically direct. It
requires non-trivial savoir-faire to ensure a dwarf will not end up on the wrong side of
a constructed wall, and dwarves have no compunction against removing objects
others are standing on, which frequently results in injuries.
At a higher level, consider this statement from Zach Adams, Tarn Adams'
brother and co-designer: “We didn’t know that carp were going to eat dwarves. But
we’d written them as carnivorous and roughly the same size as dwarves, so that just
happened...”40 This example of emergent behavior is hardly isolated: the gamesystem is sufficiently complex that not even the game's designers are aware of all its
40
Ibid. 32.
Kelly 23
possible configurations, meaning (following Foucault) that they cannot mediate
power. At each level, therefore, Dwarf Fortress impedes simple descriptions of power
mediated by knowledge of its game-system. This subversion functionally re-enacts
the death of the Author, in a medium in which the Author-function still holds
considerable sway. I submit that this facilitates the construction of text-like objects—
game-histories, playthrough/s—to a much greater extent than most (simulation)
games.
A third convention of simulation subverted by Dwarf Fortress, related to the
mediation of power, is that of knowledge of the simulated body. As I have explained,
dwarven bodies are anything but docile; yet it is always possible to perform a
thorough examination of the body and mind of each dwarf. The dwarves do not know
they are observed, however, and thus it is not apparent that this intimate knowledge
produces any power. In fact, its existence only makes the dwarves easier to take
care of. This is because, if the player desires to antagonize them, the same methods
work equally on each dwarf, but if she aims to maximize each dwarf's happiness, she
will need to consult their individual preferences for materials, images, et cetera.
This knowledge can thus be conceived as producing power exercised by the
dwarves over the player. Because it makes caring for the dwarves easier, a player
who commands it is likelier to do so than to antagonize them, ceteris paribus. Indeed,
one marker of achievement in the Dwarf Fortress community is the ability to handle
more of the game's inherent multitasking, including this desire-and-preference
micromanagement. Effective ways of antagonizing the dwarves are furthermore not
immediately apparent, while the dwarves' physical and mental states are.
Conversely, in SimCity 2000, pleasing citizens (whose bodies are effectively
invisible) is a complex task, but disasters are summoned with a button-press.
Furthermore, possible configurations of dwarves' characteristics are necessarily
finite, but the number of constituent elements is so large as to make the possibilities
functionally endless. This contrasts with Jill Walker Rettberg's description of
character configurations in WoW: in Dwarf Fortress, it is astronomically unlikely for
two dwarves to ever be "identical twins" (180). 41 Especially since dwarves'
configurations include traits with observable effects, this facilitates engagement with
the simulation and investment in the characters.
41
Ibid. 37.
Kelly 24
A final locus of subversion lies in the way Dwarf Fortress treats time. A
frequently-employed convention of simulation games is the ability to alter the speed
of time's passing. This is used, for instance, to quickly see results of some change, in
keeping with the goal of better understanding the rules. Furthermore, a convention
frequently deployed in conjunction with variable time speed is the notation of time in
human-readable format. This lends familiarity to the passage of time which
contributes to a sense of immersion. However, this often comes at the expense of an
understanding of game-systemic processes. The more familiar the time-system, the
less knowable the rule-system, due in part to the layers of mediation intervening
between the computation of a simulation and its perception by the player, as the
substrate is increasingly obscured by convention.
This substrate is fundamentally identical across all simulations, in a more
abstract sense than being based on binary computer hardware. By this I mean that
every simulation is an iterative process: rules are applied to a state to produce a new
state, and to effect some change over the next iteration the player must alter some
author-defined parameter. However, each interaction with a complex simulation will
have consequences extending over multiple iterations, setting off a multiplyconnected cascade of reactions. I therefore contend that, as the complexity of the
rule-system and game-state increases, the utility of considering each iteration as a
step in a process decreases.
Dwarf Fortress, however, subverts this relationship by foregrounding its own
status as simulation, to the extreme of allowing the player to advance time iterationby-iteration. This can have an estranging effect, due to the foregrounding of
computation along with simulation. I submit, however, that it more strongly promotes
an understanding of the game-system. For example, time can be paused in the midst
of combat, and in advancing by iteration, individual blows can be apprehended
through always-available bodily knowledge. Moreover, like the anachronistic
graphics, this was a deliberate choice by the Adams brothers. 42
In
these
ways—through
subversion
of conventions concerning rule-
knowability, power, simulated bodies and time—Dwarf Fortress both distinguishes
itself as a simulation game and supports its objective of being an engaging generator
of stories. I now want to examine the game in terms of the attitudes it encourages the
player to internalize.
42
Ibid. 32.
Kelly 25
4. Dwarfing Postmodernism
I do not see Dwarf Fortress as training the player to acquire "gestural capacities" or
"necessary automatisms", as Goggin puts it, in discussing the disciplinary nature of
gaming behaviors (363-4).43 At least, the game does not train the player to the same
extent as, for example, a modern military FPS does. In fact, the game's complicated
interface arguably subverts that process. For instance, though a proficient player, I
occasionally type [d]-[b]-[d] where I mean [d]-[d]. Automatism certainly exists, in the
sense that I produce the keystrokes as self-contained units rather than sets of
discrete steps. However, there exist enough different-but-similar units that mistakes
are easily made, and I am eventually required to think about my specific objective.
Instead, I submit that Dwarf Fortress encourages the player to adopt certain
perspectives. The first of these has much in common with Fredric Jameson's
description of pastiche:
Pastiche is, like parody, the imitation of [an] [...] idiosyncratic style, [...] But it is
a neutral practice of such mimicry, [...] without that still latent feeling that there
exists something normal compared to which what is being imitated is rather
comic. (1849)44
Because Dwarf Fortress relies on procedural generation, however, intent to pastiche
cannot intrinsically subtend generated narratives. I would not even locate real
mimicry in the construction of the game-system as a machine for generating these
text-like objects. Instead of an imitation, I consider Dwarf Fortress a reproduction of a
generic, fantasy-flavored universe. This means that conventions which subtend it are
common to countless other works of culture. Combined with procedural generation
from enough variables to ensure staggering complexity, this entails statistical
certitude that Dwarf Fortress will eventually produce something almost exactly like
something the player has seen before.
This is where similarity to pastiche emerges, but with the fundamental
difference that Dwarf Fortress' imperfect reproduction allows for sincere, nonsarcastic engagement. To illustrate: in the history of the Ageless Realms (the world in
43
Ibid. 26.
Jameson, Fredric. "Postmodernism and Consumer Society." In Vincent Leitch (Ed.) The
Norton Anthology of Theory and Criticism. New York London: W.W. Norton & Co, 2010. pp.1846-60.
Print.
44
Kelly 26
which my playthrough/s take place), a human was kidnapped by a goblin and raised
in the goblins' tower. He later became the leader of those goblins, eventually
becoming the world's second-ever necromancer. This micro-narrative—abduction,
rise to prominence, acquisition of eldritch powers—imperfectly reproduces the story
of Thrall from the Warcraft mythos (an orc raised by humans who becomes the
mystic leader of the Orcish Horde).
This seems to invite epistemological despair. The simulacrum is almost
satisfying, and perhaps even significant within the narrative of one particular world.
However, it is the result of random chance, without intent, and therefore as little
significance can be imputed to it as can be imputed to real events. Conversely, just
as much significance can be imputed to it. What are the odds that Dwarf Fortress
would produce such a recognizable simulacrum for someone already familiar with
Warcraft? Is there not artistic value in such pure coincidence? And does that not
mount a powerful argument about the significance of real, human-lived events in a
probabilistic, indifferent universe? Tarn Adams, in response to a question in the firstever "Dwarf Fortress Talk" podcast about the "oddest email he's ever received",
states:
Basically a person [...] had Dwarf Fortress help them realize certain truths
about their existence and basically about how life is meaningless or something
and that caused them to convert their religion. [...] I thought that was kind of
cool that the game could definitely have an effect on somebody [...] there was
someone who was criticizing the game because when you have random
content, [...] it can't contain an artist's vision, but I don't think that's accurate
because [...] certain cynicisms I have, do come across in the game and I think
the person was picking up on that. So certainly you can still convey things
even in a procedurally generated environment. 45
Though the Author is dead, cases such as this seem to indicate that the game can
provoke responses as sincere as any other.
The other attitude which Dwarf Fortress encourages is still more revolutionary.
In most games, enemies are simply there. Legitimizing the conflict between them and
the player is largely reducible to willing suspension of disbelief. Some games (such
as Bastion) succeed in constructing the conflict narrative convincingly, such that the
45
"Dwarf Fortress Talk #1, with Rainseeker, Capntastic and Toady One, transcribed by
mallocks." www.bay12games.com. 6 August 2009. Web. Accessed 30 June 2013.
Kelly 27
disbelief requiring suspension is minimal. Some games (such as Spec Ops: The
Line) foreground that problematic, constantly challenging the player to question her
motivations, perhaps convincing her to abandon traversal altogether. Yet in the
moment of play, the question is, very frequently, to shoot or not to shoot. Players
often have no broader context than an awareness that the current enemy represents
an obstacle that must be overcome for traversal to proceed.
As a completely procedurally-generated environment, Dwarf Fortress' spatiotemporal play area challenges this relationship. To illustrate: the point at which my
playthrough/s diverged was the arrival of a wererabbit, which the game announced
conspicuously. The creature turned out to be only moderately threatening—it mauled
a dwarf, reverted to human form, and fled. Afterwards, parsing Legends mode for its
history, I discovered that after a series of attacks by dangerous monsters throughout
her short life, the wererabbit's curse originated when a goblin profaned a temple to a
goddess of a religion headed by her husband. I was thus relieved that my fort's
ramshackle military had not done her any serious harm. This example, though
complex, reveals just a fraction of the historicity that subtends nearly every event in a
playthrough of Dwarf Fortress. It is always available to the player, meaning events
and characters are only infrequently "simply there". I contend that this provides a
potential counterpoint to a society Jameson describes as "[having] become incapable
of dealing with time and history" (1853); seemingly, Tarn Adams' cynicisms and
Jameson's overlap somewhat.46
Having explored Dwarf Fortress' properties as a simulation game, in terms of
conventions it subverts and attitudes it naturalizes, I will close my analysis with a
deployment of a micro-corpus of two of my own playthrough/s.
46
Ibid. 44.
Kelly 28
5. Slingattic/s
My first remark should be a candid admission that most of the history subtending the
dwarven fortress of Slingattics was obtained via the path of least resistance. This is
not to say it was easy: there were 250 years of history to parse, in a world that
literally dwarfed my fortress, where only a fraction of the available data was relevant,
even to the dwarves' entire civilization. Discovering this history in a maximally-playful
way would be prohibitive. It would involve wandering, in Adventure mode (and thus,
in roguelike fashion, subject to attack and constrained by basic needs), through all
the relevant places, stopping occasionally (to read new discoveries in Legends
mode) and starting over. The alternative was to read everything directly through
Legends mode; assembling a timeline (for inclusion as an appendix) itself turned out
to be a playful experience. The Ageless Realms' history is complex, with multiple
narrative threads intertwining even in the fraction which I surveyed. For this reason I
will proceed by expanding on the content of my playthrough/s, drawing comparisons
between them, and remarking where relevant on game-historical background.
5.1 Playthrough 1
As mentioned above, the point at which my playthrough/s diverged was just after the
wererabbit arrived. I was unprepared for any assault and imagined that, if it was as
deadly as its announcement suggested, I would lose. I have also had little chance to
play the newest version of Dwarf Fortress, which incorporates significant changes to
the military system. I therefore decided my best chance of survival would be to draft
my woodcutters as axedwarves. Their facility with axes would hopefully make them
more effective than the principal alternative: drafting the dwarf closest to the
wererabbit (one "Zasit Razorblocked"), likely sacrificing her in hopes of delaying the
beast's attack.
Though
Zasit survived
the
onslaught, the nearest axedwarf
("Ïngiz
Whimfences") was only able to deliver a few blows before the wererabbit turned back
into a human and left the play area. However, almost immediately I began receiving
notifications that dwarves were canceling jobs and fleeing a wererabbit. Closer
inspection revealed this was Zasit herself: she had been bitten, and the moon was
still full. This problem would escalate unless I took steps to contain it. However, any
Kelly 29
way of disposing of the afflicted dwarf sanitarily would take too long to deploy.
Reluctantly—though with greater facility with the system—I issued a second kill
order, this time for Zasit the wererabbit.
Ïngiz dispatched her, though this generated significant unhappiness, as Zasit
too reverted to dwarven form halfway through the attack, and dwarves are
predictably averse to killing other dwarves. Almost immediately after receiving
notification of Zasit's death, a legendary artifact was completed: a ring, Negatedsaint,
decorated with an image of a dwarf surrounded by dwarves. This was unremarkable
according to my knowledge of the game-system. This particular image usually relates
to the fortress' founding or a merchant's visit. Furthermore, as an imperfect
reproduction of the fabled dwarven craftsmanship from Tolkien's legendarium,
dwarves produce these artifacts on a regular basis. Still, the decoration was highly
significant: it was entirely possible that the image represented the dwarves banding
together against the wererabbit—and even if it did not, nothing precluded such a
reading.
I began receiving more job-cancellation alerts—dwarves were fleeing a
woodcutter. This turned out to be Ïngiz, once more a civilian. Killing Zasit, even under
orders, had evidently marked him as an enemy of the dwarven civilization, and all
dwarves—including armed ones—were responding appropriately. However, Ïngiz
himself was not behaving hostilely, and did not even respond to attack by three
marksdwarves and a dog. Regardless, the people had risen against an abuse of
power by the State, and the meaning of the image on Negatedsaint had thus been
deconstructed, in true Derridean fashion. It now definitely referred to neither the
killing of Zasit, nor that of Ïngiz. (Its name, additionally, had become surprisingly
apropos.) Moreover, this would not be the last time an artifact's decoration displayed
significant indeterminacy.
Another artifact, Ardentsinge, was produced—a crown with an image of a
dwarf admiring animal traps and a second image of cut gems. A dwarf merchant who
had failed to leave the site went berserk and was shot. Life at Slingattics then
proceeded without incident until the notification that the child Domas Heathermanor
had been found dead, drained of blood. This clear indication of a vampire among my
dwarves, another recent addition I knew little about, was reason enough to revert to
my save-point and play again.
Kelly 30
5.2 Playthrough 2
Knowing where it would likely lead, I deprecated my initial approach to the wererabbit
and implemented the alternative: drafting Zasit. She was badly mauled and bled to
death before anyone could approach, but the effort was not fruitless, as she occupied
the wererabbit long enough for it to revert to human form and flee. My losses had
been halved already.
Remarkably, the state of affairs in Slingattics, by the time the game had
reached the same point in simulated time as playthrough 1, was functionally identical.
Another dwarf had died—gone insane from the frustrated attempt to create an
artifact, which was presumably initiated at approximately the same time as that which
resulted in Negatedsaint. I had been too occupied with the wererabbit to notice; it
was an unpleasant surprise when the dwarf went mad.
Additionally, a merchant had died: the elf I have already mentioned. (A bug
was likely operative during both playthrough/s which prevented a merchant from
leaving, though the final cause of the elf's insanity is still unknown.) Furthermore, by
the end of playthrough 2, something unfortunate had befallen Domas Heathermanor.
Rather than ending up drained by a vampire (who never migrated to Slingattics),
Domas was the first of three children to be abducted by goblins.
The most remarkable parallels to the first playthrough, however—and the most
interesting tie-ins to the themes foregrounded by the quarter-millenium of narrative
subtending both—manifest themselves in the appearances of the artifacts produced
in playthrough 2. I would even argue that artifacts themselves are fruitful objects for
analysis: they can be read, like texts, for non-transparent allusions to "real" concepts
(here, I refer to concepts on the same order of simulation as the artifacts). In other
words, legendary artifacts in Dwarf Fortress are also a kind of literary artifact.
This is made evident by the images displayed on Ardentsinge: a dwarf
admiring animal traps, and cut gems. Finbow, the second artifact produced in
playthrough 2, was simply an undecorated "perfect" citrine, a noteworthy cut gem.
However, the first artifact, Miredchants, was a crown—already a remarkable parallel
given that an artifact's item type is selected randomly. Furthermore, it features an
image of two mountains, which seemingly implies only cliché symbolism—unless one
knows that most mountains on the world map are depicted using the same ASCII
character as depicts animal traps in Fortress mode. The images, therefore, do more
Kelly 31
than bridge ontologically disparate game-histories. Additionally, they accentuate the
crowns' status as objects: the dwarf depicted on Ardentsinge is admiring the animal
traps, indicating that the same value subtends the trap/mountain symbol as subtends
both artifacts. Finally, Miredchants enacts what must be called "the Death of the
Craftsdwarf". In introducing indeterminacy into the linguistic sign used by
independently-created valuable crowns, Miredchants draws into question whether the
game has correctly represented the intent of the creator of either artifact.
Miredchants may additionally be seen to reflect a broader game-historical
tendency, which bears an amusing relation to the conditions under which this thesis
was written. The first general of the Gleeful Trade, the civilization to which Slingattics
belongs, was a dwarf named Zefon Mawlabors. Zefon would eventually become the
Gleeful Trade's first necromancer. There were many such figures, and one part of the
construction of a timeline of the Ageless Realms was the effort to trace the
knowledge that makes a necromancer—"the secrets of life and death"—back to a
single source. This effort was successful: I discovered that the human Ebpel
Packclobbered claimed a slab engraved with these secrets, wandered briefly, and
constructed the tower to which all future necromancers of her line would eventually
relocate. After a necromancer has trained an apprentice, they appear to remain in
their tower, producing books every few years. 47 There exists among necromancers in
Dwarf Fortress therefore a hierarchical structure of supervision and a certain isolation
from the outside world. Furthermore, they appear to be concerned with things
analogous to laws of nature: from within a simulation game, what do "the secrets of
life and death" more felicitously imply than "the code which instantiates the gamesystem's rules"? Taken together with the fact that necromancers' books' titles are
prophetic, scientific, or philosophical in nature, necromancers in Dwarf Fortress seem
to imperfectly reproduce some common (mis)conceptions about the academic
institution. The artifact Miredchants, in enacting the Death of the Craftsdwarf, merely
extends the analogy to textual criticism.
47
Given the fact that a necromancer can apparently only have one simultaneous apprentice, it
seems that the structure of the Sith from the Star Wars mythos is also imperfectly reproduced.
Kelly 32
6. Coda: A Necessary Disclaimer
It warrants reiterating that none of what I have described was premeditated—how
could it be? The vast majority I did not apprehend until after its occurrence-byprocedural-generation. With the exception of my particular configurative actions
during my brief playthrough/s, all of it was random. This means I cannot claim my
playthrough/s entail anything fundamental; I merely wish to articulate the odds
against such fecund playthrough/s coincidentally resulting precisely as I am writing
an extended academic treatment of the game. A safer inference is that these
playthrough/s are representative of the text-like objects Dwarf Fortress is capable of
generating. Things such as an analogy between necromancy and academia,
perhaps, suggest themselves to me because I play equally from a scholar's
perspective as from that of a user whose frame of reference includes many of the
universes Dwarf Fortress cites and reproduces. Yet my playthrough/s and their
possible interpretations were generated as legitimately as those of any other user. 48
Perhaps Dwarf Fortress is remarkable in this way, but I think it simply foregrounds
the need for the critic to engage with a game, to really play it and be played by it, to
be (in the words of Douglas Adams) "absolutely like a child. If he sees a thing, he
must say that he sees it, whether it was what he thought he was going to see or not.
See first, think later, then test. But always see first."49
48
Frustratingly, recording actual play proved technically problematic: internal recordings are
compressed such that playback is only possible by the game itself, and file size of screen recordings
was prohibitive. Nonetheless, limited documentation of game events is available in the form of
screenshots, and I have additionally made available the saved games I discuss so that the reader may
experience for herself the situation with which I started and the two branches that resulted.
These resources may be found here:
https://www.dropbox.com/sh/e5faq0rcipu0ugz/_HhS1SUEpK/C.%20Kelly%20BA%20Thesis
%202013
49
Adams, Douglas. The Ultimate Hitchhiker's Guide to the Galaxy. New York: Del Rey, 2002.
pp.586-7. Print.
Kelly 33
Conclusion
I know of many games. I know of simulation games. I know of fantasy-themed
games. I know of open-ended games. I know of difficult games. I know of innovative
games. I know of games that are impenetrable enough to be greatly facilitated by
walkthroughs or strategy guides. I know of games which privilege the construction of
stories using their mechanics as a narrative framework. I do not know of any game,
however, which synthesizes all these aspects in quite as unique a way as does
Dwarf Fortress. In this thesis I have tried to show why Dwarf Fortress is an object
especially well-suited to a critical perspective informed primarily by cybertext theory;
how the features of the game operate and interact, not to construct an experience,
but to facilitate the player's construction of her own experience; and finally, how a
critical methodology which makes use of a multiply-traversable series of save points
operating as nodes in a branching structure can bring forward interesting and
productive aspects of a game for analysis.
No game will ever quite equal Dwarf Fortress—no contemporary game does,
and it is difficult to imagine one doing so twenty years down the road, when Dwarf
Fortress version 1.0 is finally released. Nevertheless, I do certainly believe it contains
pearls of wisdom for game developers and critics alike—as well as copious helpings
of Fun for players—and with this thesis I hope to have contributed in some way to
processes by which we might understand how to go about extracting them.
To decorate our legendary artifacts with, of course.
Kelly 34
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Kelly 37
Appendix A: A Partial History of the Ageless Realms
time before time:
Kulur Diedumbras the Tunnel of Skulls wanders Winter of
Snakes
1:
Siru Viperknighted and Atkil Cleareddaggers settle in
Lulledcouples; Cadem Kegentered and Thili Scouredportent
settle in Lulledcouples, and marry;
Ocna Moppedenjoyed
becomes first gold of Creed of Dyes, rules from the Oily Shrine in
Rasppass; Meng Rushedchamber becomes general of Stable
Furnace; Midnight of Portent founds Menacegear, Xuspgas
Haildooms settles there; Jasmuk Lockedrhyme marries Ape
Honoradored; Stralir Landsboyish becomes sacred lake of Order
of Seeds, rules from Sanctuary of Squids in Cradlestyle; Zefon
Mawlabors becomes general of Gleeful Trade, marries Uvash
Manorblocks; Uvash Manorblocks begins wandering wilds;
Gleeful Trade founds Rockpillars; Tura Plankdie marries Alpeth
Thimblegrand; Ebpel Packclobbered marries On Truthcircled,
settles in Naturebathe, is popularly elected law-giver; Convent of
Controlling constructed in Sharkbell to Útost (fertility goddess),
Youthful Coven formed by Meng Columndiamond as holy
leopard
2:
Siru Viperknighted marries Atkil Cleareddaggers; Xuspgas
Haildooms becomes baby-snatcher; Atkil Cleareddaggers
becomes commander of Smooth Labors; Dotpits constructed by
Eviscerated League; Nacu Templebelt born to Thili
Scouredportent and Cadem Kegentered; Cadem Kegentered
begins wandering wilds; Stralir Landsboyish marries Lam
Craftedwalks;
Uvash
Manorblocks
confronts
Rino
Yearlingmatches and is killed; Piral Mobbedtook born; Ebpel
Packclobbered and On Truthcircled relocate to Cakeplants; On
Truthcircled begins wandering the wilds
3:
Secen Embracedcloisters born to Siru Viperknighted and Atkil
Cleareddaggers; Meng Rushedchamber settles in Bloodlashed,
marries Urdim Rampartmists; Piral Mobbedtook abducted by
Xuspgas Haildooms, settles in Menacegear; Thili Scouredportent
becomes law-giver
3, early spring:
Atkil Cleareddaggers and Smooth Labors relocate to Dotpits in
Lullmartyr, Smooth Labors becomes primary criminal
organization in Lullmartyr
4:
Stinthad Orbsbanners born to Meng Rushedchamber and Urdim
Rampartmists, abducted by Xuspgas Haildooms, imprisoned by
the Mighty Plagues in Menacegear; Xuspgas Haildooms
becomes farmer; Thili Scouredportent and Cadem Kegentered
relocate to Lullmartyr
Kelly 38
4, midspring:
Thili Scouredportent journeys to Hale Forests, tames grizzly
bears, returns to Lullmartyr
5:
Meng Rushedchamber becomes obsessed with mortality; Ape
Honoradored founds Faint Prisons; Jasmuk
Lockedrhyme
becomes law-giver
7, early winter:
Kin Twinkleddashes kills Thili Scouredportent
8:
Gleeful Trade founds Anvilplayed
9:
Siru
Viperknighted
helps
found
Stabdrinks,
Secen
Embracedcloisters relocates with her; Cadem Kegentered settles
in Stabdrinks
10, midspring:
Kulur Diedumbras the Tunnel of Skulls abducts Atkil
Cleareddaggers from Lullmartyr, makes spouse; Zomus
Cavernshadows the Skull of Dusk born to Kulur Diedumbras the
Tunnel of Skulls and Atkil Cleareddaggers
10, early summer:
Ebpel Packclobbered becomes obsessed with mortality
10, midsummer:
Tura Plankdie argues for and becomes law-giver
10, midautumn:
Ebpel Packclobbered begins worshipping Zitha (rotting male
human god of murder, death, blight, and wealth)
11:
Tura Plankdie settles in Cradlestyle, becomes member of Order
of Seeds
11, early spring:
Kulur Diedumbras the Tunnel of Skulls attacks Nacu Templebelt,
the latter escapes; Cithasi Spitseared attacks Zefon Mawlabors,
the latter escapes
11, midsummer:
Zefon Mawlabors journeys to depths, tames giant olms, returns
to Rockpillars
12, early spring:
Zitha creates Golden Gutters (legendary silver slab); Ebpel
Packclobbered claims Golden Gutters in Cakeplants, learns
secrets of life and death
12, late winter:
Meng Rushedchamber leads attack on goblins under Usbu
Gullyfell, rejects peace terms and substitutes own
13:
Stinthad Orbsbanners reunited with parents in Bloodlashed
13, midspring:
Meng Columndiamond profanes the Convent of Controlling and
is cursed by Útost as a werechinchilla
Kelly 39
14:
Nacu Templebelt begins wandering wilds
14, early spring:
Uspsast Patterncoast attacks Secen Embracedcloisters, the
latter escapes
14, midsummer:
colossus Nasnok Roarsculpture attacks Piral Mobbedtook, the
latter escapes; Ebpel Packclobbered becomes chieftess of Livid
Powers
15:
Nacu Templebelt settles in Stabdrinks; Secen Embracedcloisters
becomes surgeon in Stabdrinks, marries Nacu Templebelt; Piral
Mobbedtook becomes war leader of Midnight of Portent; On
Truthcircled confronts cyclops Ekxox Yearduties and wins
16, early spring:
Zefon Mawlabors leads attack on goblins under Azstrog
Seawraith, accepts offer of peace
16, early winter:
Piral Mobbedtook becomes obsessed with mortality
17:
Nacu Templebelt and Secen Embracedcloisters help found
Snugglefactions
18:
Band of Amusement constructs Everlasting Sanctuary (to
Dunem, human god of fate) in Snugglefactions; Secen
Embracedcloisters joins Creed of Veiling, becomes holy oracle,
rules from The Everlasting Sanctuary, later becomes farmer; Ape
Honoradored becomes obsessed with mortality
20:
Corud Oldurges becomes lord of Leafy Nations, later becomes
farmer
20, early spring:
Secen Embracedcloisters becomes obsessed with mortality
21, early spring:
Corud Oldurges becomes obsessed with mortality
21, midspring:
Urist Desertsyrup becomes obsessed with mortality
21, midwinter:
Kulur Diedumbras the Tunnel of Skulls kills SiruViperknighted in
Stabdrinks
22, midsummer:
Thuthu Showersister becomes obsessed with mortality
22, midwinter:
Urist Desertsyrup leads an attack on elves under Amiya
Creatureblanket, defeat and pillage Grottobristles, peace terms
rejected then accepted
23, early winter:
Livid Powers founds Handmarbles
23, midwinter:
Zomus Cavernshadows the Skull of Dusk abducts Cadem
Kegentered, makes spouse
Kelly 40
24:
Alpeth Thimblegrand and Gaval Wadedworth begin wandering
wilds
24, midspring:
Tura Plankdie becomes obsessed with mortality
24, early autumn:
Piral Mobbedtook taught secrets of life and death by Ebpel
Packclobbered,
relocates
to
Handmarbles,
begins
apprenticeship
24, midautumn:
Zefon Mawlabors journeys to depths, tames giant rats, returns to
Rockpillars
25:
Corud Oldurges marries Gaval Wadedworth;
Haildooms becomes war leader of Midnight of Portent
25, early winter:
Thuthu Showersister taught secrets of life and death by Piral
Mobbedtook, relocates to Handmarbles, begins apprenticeship
26, midspring:
Urist Desertsyrup taught secrets of life and death by Thuthu
Showersister, relocates to Handmarbles, begins apprenticeship
26, late spring:
Meng Rushedchamber journeys to depths, tames rutherers,
returns to Bloodlashed
26, late autumn:
Xuspgas Haildooms killed by colossus One Overblazes in
Mergedfell
26, midwinter:
Gaval Wadedworth killed by Zomus Cavernshadows the Skull of
Dusk; Stralir Landsboyish becomes obsessed with mortality
27, early spring:
Jasmuk Lockedrhyme becomes obsessed with mortality
27, midspring:
Tura Plankdie taught secrets of life and death by Urist
Desertsyrup, relocates to Handmarbles, begins apprenticeship
27, late spring:
Stralir Landsboyish taught secrets of life and death by Tura
Plankdie, relocates to Handmarbles, begins apprenticeship;
Jasmuk Lockedrhyme taught secrets of life and death by Stralir
Landsboyish, relocates to Handmarbles, begins apprenticeship
28:
Alpeth Thimblegrand confronts colossus Nasnok Roarsculpture
and is killed
28, early summer:
Corud Oldurges taught secrets of life and death by Jasmuk
Lockedrhyme, relocates to Handmarbles, begins apprenticeship
29, late autumn:
Meng Rushedchambers taught secrets of life and death by
Corud
Oldurges,
relocates
to
Handmarbles,
begins
apprenticeship
Xuspgas
Kelly 41
29, early summer:
Kulur Diedumbras the Tunnel of Skulls and Atkil Cleareddaggers
attack Secen Embracedcloisters, the latter escapes
30, midsummer:
Ocna Moppedenjoyed becomes obsessed with mortality; Zefon
Mawlabors leads attack on goblins under Dostngosp
Malignfocuses, rejects then accepts offer of peace
30, late summer:
Ocna Moppedenjoyed taught secrets of life and death by Meng
Rushedchamber,
relocates
to
Handmarbles,
begins
apprenticeship
30, late autumn:
Secen Embracedcloisters taught secrets of life and death by
Ocna Moppedenjoyed, relocates to Handmarbles,begins
apprenticeship
32, midsummer:
Zefon Mawlabors becomes obsessed with mortality
32, late autumn:
Zefon Mawlabors taught secrets of life and death by Secen
Embracedcloister,
relocates
to
Handmarbles,
begins
apprenticeship
33:
Id Bridgefloors becomes general of Gleeful Trade
45:
Ramstom Mothacts born to Suque Drivetrussed and Tiqua
Knitstands
48:
Lam Craftedwalks dies of old age
52, midsummer:
Id Bridgefloors leads attack on goblins under Dostngosp
Malignfocuses
52, late summer:
Gleeful Trade accepts peace terms from goblins under
Dostngosp Malignfocuses
55:
Gleeful Trade founds Wheelfold
57:
Ramstom Mothacts begins wandering wilds
66, midautumn:
Id Bridgefloors leads attack on goblins under Azstrog Seawraith
66, late autumn:
Gleeful Trade accepts peace terms from goblins under Azstrog
Seawraith
67:
Cedem Kegentered killed by Ramstom Mothacts
68:
Ape Honoradored dies of old age
72:
Kulur Diedumbras the Tunnel of Skulls shot and killed by Tiquo
Rewardplays
Kelly 42
73:
Athel Inkedtested born of unknown parentage
74:
Uzol Salvegulfs
Wheelsearth
80:
Ramstom Mothacts killed by colossus One Overblazes
87:
Uzol Salvegulfs joins
worshipping Útost
89, early winter:
Id Bridgefloors leads attack on goblins under Azstrog Seawraith,
accepts peace terms
94:
Id Bridgefloors dies of old age, entombed in Anvilplayed; Athel
Rampartfountain settles in Rockpillars, becomes general of
Gleeful Trade; Ilum Wordgarnishes born to unknown parentage
94, early autumn:
Athel Rampartfountain journeys to depths, tames giant olms,
returns to Rockpillars
94, early winter:
Aslot Youthfuljackal profanes Everlasting Sanctuary
Snugglefactions, is cursed by Dunem as a wererabbit
95:
Ozo Dancemother born to unknown parentage
97:
Mathras Waxdunes born to unknown parentage
100, midsummer:
Athel Rampartfountain leads attack on goblins under Dostngosp
Malignfocuses, has leg slashed; goblins under Dostngos
Malignfocuses counterattack, destroy Anvilplayed and mutilate
bodies, destroy Wheelfold, accept peace terms from Gleeful
Trade; Sarvesh Destinedswords & Erib Granitevoice escape
Anvilplayed
101:
Everlasting Sanctuary razed in Snugglefactions
102:
Nacu Templebelt dies of old age
103, midsummer:
Athel Rampartfountains journeys to depths, tames cave
crocodiles, returns to Rockpillars
born
to
Likot
Searcheddyes
Denomination
of
and
Torches,
Fath
begins
in
106, early summer: Zomus Cavernshadows the Skull of Dusk abducts Minat
Clashestwinkling, makes spouse; Osman Duskdied the Crypt of
Burying born to Zomus Cavernshadows the Skull of Dusk and
Minat Clashestwinkling
108, early autumn: Aslot Youthfuljackal attacks Akmol Taxinks, the latter escapes
but is bitten, becomes wererabbit
Kelly 43
117:
Nomar Authoredevens born to unknown parentage
119:
Convent of Controlling razed in Sharkbell
120:
Uzol Salvegulfs becomes general of Helms of Handling, splits
Denomination of Torches into Mountainous Doctrine, settles in
Sharkbell, constructs Chapel of Beaks
122:
Ilum Wordgarnishes relocates to Lullmartyr, marries Ozo
Dancemother
129:
Uzol Salvegulfs journeys to depths, tames giant olms,returns to
Sharkbell
131:
Xugot Smoothnessloves born to Ilum Wordgarnishes and Ozo
Dancemother
131, late spring:
Akmol Taxinks attacks Xugot Smoothnessloves, the latter
escapes but is bitten, becomes wererabbit
132:
Uzol Salvegulfs profanes the Chapel of Beaks in Sharkbell, is
cursed by Útost as a vampire
142:
Gagu Growthflukes born to unknown parentage
142, midspring:
Zomus Cavernshadows the Skull of Dusk abducts Mathras
Waxdunes, makes spouse
143, late summer:
Nomar Authoredevens profanes Sanctuary of Seers in Hidelace,
is cursed by Eggu Hoodred as a werelizard
146:
Athel Rampartfountains dies of old age; Moldath Boldlancer
becomes general of Gleeful Trade, settles in Rockpillars
147, midspring:
Moldath Boldlancer journeys to depths, tames giant toads,
returns to Rockpillars
154, early summer: Xugot Smoothnessloves attacks Erab Scholarspine, the latter
escapes
159, early winter:
Moldath Boldlancer becomes obsessed with mortality
170, midspring:
Osman Duskdied the Crypt of Burying abducts Erab
Scholarspine, makes spouse; Uja Ashtunnels the Crypt of
Abysses born to Osman Duskdied the Crypt of Burying and Erab
Scholarspine
173:
Erush Ropetwinkle becomes queen of Gleeful Trade
Kelly 44
177, late spring:
Nomar Authoredevens attacks Gagu Growthflukes; the latter
escapes but is bitten, becomes werelizard
179, early spring:
Moldath Boldlancer journeys to depths, returns to Rockpillars
empty-handed
184:
Moldath Boldlancer dies of old age; Ezum Kindledtown becomes
general of Gleeful Trade
185:
Nomar
Authoredevens
Combinegleamed
189:
Turot Polishidol born to unknown parentage
191:
Sarvesh Destinedswords becomes king of Gleeful Trade; Timta
Shakenframe born to unknown parentage
200:
Ala Wondrousfishes born to unknown parentage
201:
Athel Inkedtested becomes queen of Gleeful Trade
204:
Erib Granitevoice becomes general of Gleeful Trade, settles in
Rockpillars
shot
and
killed
by
Thothil
209, early autumn: Erib Granitevoice journeys to depths, tames giant cave swallows,
returns to Rockpillars
218:
Erib Granitevoice dies of old age; Asmel Bannercavern becomes
general of Gleeful Trade
222:
Turot Polishidol becomes holy oracle of Creed of Veiling
222, early spring:
Gagu Growthflukes attacks Ala Wondrousfishes; the latter
escapes but is bitten, becomes a werelizard
223, midspring:
Mathras Waxdunes attacks Timta Shakenframe, the latter
escapes
224:
Timta Shakenframe marries Turot Polishidol
224, midspring:
Xugot Smoothnessloves attacks Timta Shakenframe, the latter
escapes
227, late spring:
Uja Ashtunnels the Crypt of
Shakenframe, the latter escapes
229, midspring:
Ala Wondrousfishes attacks Timta Shakenframe, the latter
escapes
Abysses
attacks
Timta
Kelly 45
230, early spring:
Xugot Smoothnessloves attacks Timta Shakenframe again; the
latter escapes but is bitten, becomes a wererabbit
231:
Timta Shakenframe flees to the Gloved Hills
238, early winter:
Asmel Bannercavern journeys to depths, tames jabberers,
returns to Rockpillars
242:
Etur Passionearths becomes king of Gleeful Trade
244, midspring:
Asmel Bannercavern journeys to depths, tames giant rats,
returns to Rockpillars
244, late summer:
Turot Polishidol becomes obsessed with mortality
251:
Gleeful Trade founds Slingattics
252:
Timta Shakenframe attacks Slingattics
Kelly 46
Appendix B: Playthrough 1
252, early spring:
Zasit Razorblocked attacked by Timta Shakenframe and bitten,
becomes wererabbit
252, early summer: Zasit Razorblocked struck down by Ingiz Whimfences;
Negatedsaint created (ring with image of dwarf surrounded by
dwarves)
252, midsummer:
Ingiz Whimfences shot and killed by Atir Mirrordrum
252, late autumn:
Ardentsinge created (crown with image of animal traps)
252, midwinter:
Zulban Strikekeys (merchant) goes berzerk, is shot and killed by
Kadol Ragtook
253, early spring:
Uzol Salvegulfs settles in Slingattics as Cerol Chanelledden
253, early summer: Domas Heathermanor drained of blood by Uzol Salvegulfs
Kelly 47
Appendix C: Playthrough 2
252, late spring:
Zasit Razorblocked bleeds to death, slain by Timta Shakenframe
252, early autumn: Iru Hailedrace (elf merchant) goes mad, horse becomes
melancholic, both die of thirst
252, midautumn:
Adil Strangerdye is possessed, goes mad, dies of thirst
252, late autumn:
Domas Heathermanor abducted by Usbu Rankticks; Zolak
Brushmenace killed by Sazir Woundbrains
252, early winter:
Asen Cloisterbasement abducted by Bax Sootybad; Miredchants
created (crown with image of two mountains)
253, midspring:
Finbow created (perfect citrine)