The Brilliance of Dwarf Fortress (2011)
One of the things that I find interesting about Dwarf Fortress is that (to use programming jargon) it's sort of a declarative game rather than an imperative game. In e.g. StarCraft you select an individual unit and demand that it move to a specific point on the map; in Dwarf Fortress you configure which dwarves are allowed to perform certain tasks, then you place a task in a queue, and some dwarf somewhere will (eventually (hopefully)) take care of it (until they get distracted by a party, or decide to go fishing, or get hungry and wander off to the dining hall, or fall asleep in a stockpile, or drop anything they're carrying and run screaming from the forgotten beast hurtling down the hallway at them). It's a fascinating difference in paradigm, and I wish more games would explore the idea of actors in the world being chaotic/free agents which will only somewhat prioritize your wishes.