Maybe we have a different understanding of "fail". Don't dissect Factorio and judge its parts, judge the game.ske wrote:It seems that factorio tries to be everything at once but fails on most ends to reach top level in that category. Maybe with one exception: "Teaching automation."
It really is interesting to experiment with all the possibilities it gives you. At least once. And it gives a lot of possibilities. After having it played through a dozen times and having all the blueprints ready it starts to lose its appeal and kind of falls apart. Could that even be intentional?
The biters - like a lot of other things - feel like some gapfilling addition that turned out to be permanent. Introducing major changes at this point even seems out of the question. The mastery of this game is the game engine building. That turned out really really well. It does do a lot of stuff very well and is pretty optimized.
Saying for example the "city builder" part is not top level because we don't have to manage the contentment of the inhabitants may be true if you want a city builder game, but would diminish the quality of Factorio the complete game. Saying the train simulation is not top because jobs or requests are misssing might be correct but again would be wrong for Factorio the complete game. The combat part on its own is definitely not sufficient as a standalone shooter or real-time-strategy game, but I for example don't want to play a shooter or RTS and the combat has exactly the importance it should have for a game about automation.
I don't mean to say Factorio is perfect, but creating the best combat game, train simulator and city builder and ... and combining them would not make a perfect game out of the combination. Or (since "perfect" is highly subjective) it would not be the game I put hundreds of hours in but appeal to a totally different player base. It might not even be a success because players looking for Factorio the combat game would hate the train and city parts and vice versa.