There is no reason to actually build anything when starting a new game. The end goal (rocket facility/space station) is not palpable at that point, yet it is the only ingame reason to start crafting/mining/building anything. Early game motivation is needed to suck in especially (but not only!) new players, so they start building stuff and get into the loop of building and expanding that is the strength of this game. I'd like to discuss ways to force players to start building, without them feeling constantly under stress, while changing as little as possible about the mid/late game.
End of TL;DR.
To make my point, let me compare my early game experiance in Factorio to Minecraft survival mode. In MC, right from the start, you need food and shelter to live. These are the basic motivators to start doing anything. Starting from those, you'll spend the next 5-10 hours building a house/cave, making tools and weapons, hunting animals, planting crops, and so on. Once you have the basics established, you know how things work and start doing stuff just for the sake of it. The game has given you an easy entrance by motivating you to do easy little things in the beginning that open up the world, but don't matter much later on.
In Factorio, you can start a map and leave the PC running for any amount of hours. It'll be fine. Any external threats only occur, once you start building things that pollute the air. This I find interesting; in MC you build stuff to keep threats at bay. In Factorio, the building of stuff is what actually causes the threats to appear. Good mechanic for balancing enemies early vs late game, just seems a little backwards.
The end goal, as currently implemented, is obviously not satisfying at all and we don't need to talk much about it. But imo even the new and improved version of building stuff in space to rescue people, while a lot cooler, does not do anything to motivate the player early on. If you completely break it down, it's still just: I need to research all technology and get tons of ressources, then I win! I guess I'd compare that to "the end" in Minecraft, where you slay the dragon; It's fun to do once you have been playing for 20 hours or so, but before that you don't care about it.
I do have some ideas on how to change this up, but they are pretty much just taken 1:1 from Minecrafts survival mode. That's why I'm asking for your ideas and thoughts as much as for feedback on these ideas:
- 1) Have roaming biters. Single, or very small groups of biters that randomly start roaming the map from a nest. Maybe just have them travel from one nest to another. That way a player would at least have to manufacture ammo for their pistol.
2) Have the player need food. It should, of course, be possible to automate food production. Maybe just dead biter bodies grilled in a furnace for the beginning. That way, you'll need to go out hunting for the roamers early. As for automation, the gathering of biter carcasses could be automated via robots or transport belts in range of turrets (kind of morbid I guess ). Maybe later in the tech-tree, you get a farm that produces food just by being placed on green grass.
So what do you guys think? Is this even a problem? If so, what might the solution be?
Disclaimer: I'm only talking about freeplay, not the campaign. Also, while I am suggesting some ideas, the thread is mostly about discussing whether others perceive the same issue I do and have ideas to "fix" it, which is why I am opening it under general discussion.