Dwarf Fortress: laboratory and homestead

Research output: Contribution to journalArticleResearchpeer-review

Abstract

The “fortress simulator” game Dwarf Fortress (Bay 12 Games, 2006-present) allows players the space to conduct experiments in economics. The player is not granted an avatar in the world, but this does not mean the player is granted the role of a transcendent deity either. Instead, the player operates on the relational level—completely managing all economic interactions and assigning social codes to different spaces. Lacking a “win” condition, players are free to engage with the game however they wish, including allowing for the immediate and unsympathetic demise of the community. As play continues, Dwarf Fortress ceases to be a fortress and becomes what the autonomists describe as a “laboratory.” The social relations of the fortress are upturned and become the site for experiments in production. The fortress too becomes the site for thought experiments on alternative economies, containing not one but many social laboratories.

Original languageEnglish
Pages (from-to)3-19
Number of pages17
JournalGames and Culture: a journal of interactive media
Volume13
Issue number1
DOIs
Publication statusPublished - Jan 2018

Keywords

  • Aristotle
  • autonomist Marxism
  • Dwarf Fortress
  • economic laboratory
  • experimental economies
  • homestead games
  • open games
  • postMarxism
  • strategy games
  • video game economies

Cite this

@article{1ab7d660f09e413f94cba0babee84e7a,
title = "Dwarf Fortress: laboratory and homestead",
abstract = "The “fortress simulator” game Dwarf Fortress (Bay 12 Games, 2006-present) allows players the space to conduct experiments in economics. The player is not granted an avatar in the world, but this does not mean the player is granted the role of a transcendent deity either. Instead, the player operates on the relational level—completely managing all economic interactions and assigning social codes to different spaces. Lacking a “win” condition, players are free to engage with the game however they wish, including allowing for the immediate and unsympathetic demise of the community. As play continues, Dwarf Fortress ceases to be a fortress and becomes what the autonomists describe as a “laboratory.” The social relations of the fortress are upturned and become the site for experiments in production. The fortress too becomes the site for thought experiments on alternative economies, containing not one but many social laboratories.",
keywords = "Aristotle, autonomist Marxism, Dwarf Fortress, economic laboratory, experimental economies, homestead games, open games, postMarxism, strategy games, video game economies",
author = "Robbie Fordyce",
year = "2018",
month = "1",
doi = "10.1177/1555412015603192",
language = "English",
volume = "13",
pages = "3--19",
journal = "Games and Culture: a journal of interactive media",
issn = "1555-4120",
publisher = "SAGE Publications Ltd",
number = "1",

}

Dwarf Fortress : laboratory and homestead. / Fordyce, Robbie.

In: Games and Culture: a journal of interactive media, Vol. 13, No. 1, 01.2018, p. 3-19.

Research output: Contribution to journalArticleResearchpeer-review

TY - JOUR

T1 - Dwarf Fortress

T2 - laboratory and homestead

AU - Fordyce, Robbie

PY - 2018/1

Y1 - 2018/1

N2 - The “fortress simulator” game Dwarf Fortress (Bay 12 Games, 2006-present) allows players the space to conduct experiments in economics. The player is not granted an avatar in the world, but this does not mean the player is granted the role of a transcendent deity either. Instead, the player operates on the relational level—completely managing all economic interactions and assigning social codes to different spaces. Lacking a “win” condition, players are free to engage with the game however they wish, including allowing for the immediate and unsympathetic demise of the community. As play continues, Dwarf Fortress ceases to be a fortress and becomes what the autonomists describe as a “laboratory.” The social relations of the fortress are upturned and become the site for experiments in production. The fortress too becomes the site for thought experiments on alternative economies, containing not one but many social laboratories.

AB - The “fortress simulator” game Dwarf Fortress (Bay 12 Games, 2006-present) allows players the space to conduct experiments in economics. The player is not granted an avatar in the world, but this does not mean the player is granted the role of a transcendent deity either. Instead, the player operates on the relational level—completely managing all economic interactions and assigning social codes to different spaces. Lacking a “win” condition, players are free to engage with the game however they wish, including allowing for the immediate and unsympathetic demise of the community. As play continues, Dwarf Fortress ceases to be a fortress and becomes what the autonomists describe as a “laboratory.” The social relations of the fortress are upturned and become the site for experiments in production. The fortress too becomes the site for thought experiments on alternative economies, containing not one but many social laboratories.

KW - Aristotle

KW - autonomist Marxism

KW - Dwarf Fortress

KW - economic laboratory

KW - experimental economies

KW - homestead games

KW - open games

KW - postMarxism

KW - strategy games

KW - video game economies

UR - http://www.scopus.com/inward/record.url?scp=85037115810&partnerID=8YFLogxK

U2 - 10.1177/1555412015603192

DO - 10.1177/1555412015603192

M3 - Article

VL - 13

SP - 3

EP - 19

JO - Games and Culture: a journal of interactive media

JF - Games and Culture: a journal of interactive media

SN - 1555-4120

IS - 1

ER -