Will this game be self-sufficient or will it be a playground for modders?
Posted: Sat Feb 04, 2017 10:54 pm
The question is in the title.
Allow me to elaborate. You see, currently Factorio seems to be developing in depth: developers are creating new kinds of things and new concepts, but usually you get only one-two things that represent a concept. It's not uncommon to see topics like "Add new belts" or "new weapons" or whatever in Ideas and Suggestions, but the thing about them is that they are all based around already existing concepts. Either it's not going to be implemented or you get a link to a mod that already does that.
And most "Big Mess" mods that I know are essentially a filler for existing concepts. I have nothing against Bob's mods and Angel's mods, but if you were to take a look at them, you would see that they don't add [almost] fundamentally new things to the game, but rather expand already existing concepts. "Bigger, better, stronger, but still the same thing" seems appropriate.
On the other hands mods like Rampant AI or even Tank Wagon do add completely new concepts to the game that radically change the gameplay (maybe not so much for Tank Wagon, but you gotta admit it changes your oil stage significantly).
But in vanilla we have some kind of generic "Boiler", generic "Steam Engine", generic "Solar Panel", generic "Accumulator", generic "Inserter" and so on. Those things are enough to represent some concept for modders to expand later, but the question is whether it is truly what Factorio is going to become. Will this game be a playground for modders and therefore "make your own game"-like game or is it going to be a self-sufficient game to provide more than enough content when it's released? Maybe a mix of both?
Some examples:
Garry's Mod is a "make your own game" game. It has robust modding system and no one plays vanilla anymore because it is so horribly empty, but it is a good base for addons. Download a ton of addons and get 3000 hours worth of content to toy with.
A game like, say, OpenXCom (which is basically a renewed UFO: Enemy Unknown) is self-sufficient and although there is a modding system in it, trust me, it's very inflexible and you cannot even program new things with it. But it's fine because UFO: EU is a complete game and you can play it vanilla just fine without ever feeling like there is not enough variety.
Minecraft and something like Transcendence are more or less a hybrid of two, but mostly still "make your own game" kind of games. Both are complete games that can be enhanced and modified wildly with mods, but you can play it vanilla too and be fine with it.
So which one is Factorio going to be?
Allow me to elaborate. You see, currently Factorio seems to be developing in depth: developers are creating new kinds of things and new concepts, but usually you get only one-two things that represent a concept. It's not uncommon to see topics like "Add new belts" or "new weapons" or whatever in Ideas and Suggestions, but the thing about them is that they are all based around already existing concepts. Either it's not going to be implemented or you get a link to a mod that already does that.
And most "Big Mess" mods that I know are essentially a filler for existing concepts. I have nothing against Bob's mods and Angel's mods, but if you were to take a look at them, you would see that they don't add [almost] fundamentally new things to the game, but rather expand already existing concepts. "Bigger, better, stronger, but still the same thing" seems appropriate.
On the other hands mods like Rampant AI or even Tank Wagon do add completely new concepts to the game that radically change the gameplay (maybe not so much for Tank Wagon, but you gotta admit it changes your oil stage significantly).
But in vanilla we have some kind of generic "Boiler", generic "Steam Engine", generic "Solar Panel", generic "Accumulator", generic "Inserter" and so on. Those things are enough to represent some concept for modders to expand later, but the question is whether it is truly what Factorio is going to become. Will this game be a playground for modders and therefore "make your own game"-like game or is it going to be a self-sufficient game to provide more than enough content when it's released? Maybe a mix of both?
Some examples:
Garry's Mod is a "make your own game" game. It has robust modding system and no one plays vanilla anymore because it is so horribly empty, but it is a good base for addons. Download a ton of addons and get 3000 hours worth of content to toy with.
A game like, say, OpenXCom (which is basically a renewed UFO: Enemy Unknown) is self-sufficient and although there is a modding system in it, trust me, it's very inflexible and you cannot even program new things with it. But it's fine because UFO: EU is a complete game and you can play it vanilla just fine without ever feeling like there is not enough variety.
Minecraft and something like Transcendence are more or less a hybrid of two, but mostly still "make your own game" kind of games. Both are complete games that can be enhanced and modified wildly with mods, but you can play it vanilla too and be fine with it.
So which one is Factorio going to be?