Game Goal: Exploitation
Posted: Tue Jun 28, 2016 10:21 pm
I recently thought about the game goal from a storytelling perspective.
- The start needs to fit the end.
The current setup of a crash landing immediately attributes the game to the survival genre, as evidenced by many suggestions in this direction, e.g. FOOD!, which (I assume) predominantly come from relatively new players. I don't think factorio wants to be a survival game and apart from the solitude, it doesn't play like one either. So, the setup should change.
I assume, the player arrives intentionally. Which begs the question, why?
- Chekov's gun.
"Every memorable element in a fictional story must be necessary and irreplaceable, or should be removed."
Aliens and alien artefacts currently violate that principle, as evidenced by mods, which remove them from the game, without significantly altering it's story. They are, however, the one alien feature of this otherwise very familiar planet, so, by extension, the one special feature which sets it apart from other planets, which makes them a perfect reason for the player to arrive at this planet specifically.
- MacGuffin.
"Some goal, desired object, or other motivator that the protagonist pursues, often with little or no narrative explanation."
Historicly, when men set foot on previously untouched land (and destroy it in the process), they always do so to exploit it's natural ressources. The ressource the player is after, is probably nothing else than alien artefact. That aliens have to die, in order to obtain it, is ... unfortunate ... for them. By the way, I always identified these orbs as alien eggs, which would make the whole thing even more gruesome. This aspect may make the whole operation illegal, which would provide an explanation for the solitude, apart from pure greed.
Summing up, for me, factorio in it's current form makes sense, if the story goes like this:
- The player lands alone and without ressources as to not attract unwanted attention.
- The goal is to harvest alien artefact, produce something out of it and ship it off into space.
The product from alien artefact probably is a drug (as in stem-cell therapy) or bionic component (see their use in the power armour), which would need a complex assembly. Part of this assembly may only be done in zero gravity conditions, e.g. on the space platform, requiring frequent rocket launches.
Also, in my mind, the space platform can only be built by blueprint and not use any belts or robots, requiring careful planning of the production on the surface.
And lastely, there may be an alternative and sustainable way to get alien artefact, e.g. by breeding, to reduce the amorality of the process.
Critique
- What does the player gain from shipping the product? Some virtual currency?
- While the drug makes for a better incentive, the bionic component better ties in with the rest of the production.
- The start needs to fit the end.
The current setup of a crash landing immediately attributes the game to the survival genre, as evidenced by many suggestions in this direction, e.g. FOOD!, which (I assume) predominantly come from relatively new players. I don't think factorio wants to be a survival game and apart from the solitude, it doesn't play like one either. So, the setup should change.
I assume, the player arrives intentionally. Which begs the question, why?
- Chekov's gun.
"Every memorable element in a fictional story must be necessary and irreplaceable, or should be removed."
Aliens and alien artefacts currently violate that principle, as evidenced by mods, which remove them from the game, without significantly altering it's story. They are, however, the one alien feature of this otherwise very familiar planet, so, by extension, the one special feature which sets it apart from other planets, which makes them a perfect reason for the player to arrive at this planet specifically.
- MacGuffin.
"Some goal, desired object, or other motivator that the protagonist pursues, often with little or no narrative explanation."
Historicly, when men set foot on previously untouched land (and destroy it in the process), they always do so to exploit it's natural ressources. The ressource the player is after, is probably nothing else than alien artefact. That aliens have to die, in order to obtain it, is ... unfortunate ... for them. By the way, I always identified these orbs as alien eggs, which would make the whole thing even more gruesome. This aspect may make the whole operation illegal, which would provide an explanation for the solitude, apart from pure greed.
Summing up, for me, factorio in it's current form makes sense, if the story goes like this:
- The player lands alone and without ressources as to not attract unwanted attention.
- The goal is to harvest alien artefact, produce something out of it and ship it off into space.
The product from alien artefact probably is a drug (as in stem-cell therapy) or bionic component (see their use in the power armour), which would need a complex assembly. Part of this assembly may only be done in zero gravity conditions, e.g. on the space platform, requiring frequent rocket launches.
Also, in my mind, the space platform can only be built by blueprint and not use any belts or robots, requiring careful planning of the production on the surface.
And lastely, there may be an alternative and sustainable way to get alien artefact, e.g. by breeding, to reduce the amorality of the process.
Critique
- What does the player gain from shipping the product? Some virtual currency?
- While the drug makes for a better incentive, the bionic component better ties in with the rest of the production.