We didn’t want to replicate that,” Mann tells me. And it turns out that to make a console port of such a game capture the magic of its PC version, you have to pretty much completely abandon the UI that worked so well on PC.
![dwarf fortress dwarf fortress](https://img.memecdn.com/embarking-in-dwarf-fortress_o_1668377.jpg)
This is a game where you can make priority tables for each individual colonist, ranking the level of priority they should give to the 16 or so task categories in your colony it’s a game where you set and adjust work schedules and uniforms depending on the season, organize what goes in which stockpile, and set automation on such things as deciding whether a dead colonist should be sent to the cremation chamber or the butcher’s block.īut Rimworld designer Tynan Sylvester and the console version’s producer Kevin Mann believe they’ve figured out how to make one of the most complex PC colony sims work on console. So Rimworld, which is coming to consoles on July 29, is riding something of a wave, but the depth of tinkering and micromanagement in this game arguably goes beyond even those games listed above. But times have changed, and in recent years we’ve seen 4X games like Civilization and Humankind, as well as deep grand strategy titles like Crusader Kings 3 and Stellaris, come to consoles – undiluted in their depth. These games require keyboard shortcuts, endless mouse movements, and the kind of attention spans that, historically (and probably erroneously), haven’t been associated with console gamers. Until recently, ‘simplistic aesthetics’ and ‘complex management’ would’ve been precisely the kinds of concepts that would prevent a game from coming to consoles.