Surprising observation about first-time players

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Bratmon
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Surprising observation about first-time players

Post by Bratmon »

Hi, I'm a long-time player that recently became obsessed watching Factorio first-time playthroughs on YouTube (They're fun! Every new player's factory looks and works completely differently!) and I made an interesting observation:

As we all know, desert-start vs forest-start Factorio games are completely different gameplay experiences - Desert start bases usually get their first attack before green science, whereas forest start bases can sometimes beat the whole game without a single attack (Remember that first time players tend to have very small factories)

I assumed this would mean that desert start players give up more easily, but it actually turns out to the be opposite! Forest-start players tend to build their starter bases with no biter-friction, but get bored of the game at around blue science. Desert-start players get attacked by the biters earlier, but that actually does many things for them:
  1. The biters destroying their base forces them to rebuild knowing all the things they learned in the first two hours, which means the base will be better
  2. Players who got their base destroyed early will be eager to bring the fight back to the biters, so they'll start clearing nests with grenades and shotguns
  3. Players who have cleared biter nests will be much more likely to expand their base in terms of physical size. Forest players meanwhile tend to develop some kind of vague fear of expanding their base, which gets coupled with the physical friction of chopping down all those trees, and the result is that forest-start players build their base way too small and compact.
    • Another factor in this might be that if your main experience of the world is driving in a car through the desert, the world will feel more spacious then if your main experience of the world is moving around trees to get from your base to your starter iron mine.
  4. Players who had their base destroyed early will be motivated to get the blue-science weapons upgrades so they can fight biter nests more efficiently. That gives them a motivation they actually feel, rather than the vague and distant goal of winning the game.
I don't really have a point to this, just an interesting observation.
quineotio
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Re: Surprising observation about first-time players

Post by quineotio »

Bratmon wrote: Sun Aug 30, 2026 8:20 pm Hi, I'm a long-time player that recently became obsessed watching Factorio first-time playthroughs on YouTube
Thank you for the observation. It's quite interesting. I suppose it shows that motivation and learning are related to feedback. I remember at school learning calculus and other more advanced maths stuff and thinking regularly "what's the point of this?" and "when am I ever going to use this?", because it was all very abstract - not related to any particular problem, just abstract equations.

I suppose that without biters, blue science was just another thing to do.
mmmPI
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Re: Surprising observation about first-time players

Post by mmmPI »

Players do not have necessarily the same mentality when they play for youtube, or in multiplayer, or on solo, i feel particularly about "restarting" where it can be boring for the viewer or annoying for the teamates, so that in certain situations players would also have other indirect incentive for perseverance and or performance, trying to keep pace versus just slowy experimenting. The intention you have when starting a game matters a lot too, if you are curious with no particular expectaction or if you search something in particular that motivated your purchase, if you saw "that speedrun looks great" or "i want to have the same megabase", i feel that impact also a lot the first experience, maybe the desert is the perfect match for some players, but for some other a forest, or a safe island would be matching more closely the expectations about the game. If it's a player who is familiar with other peaceful automation game, or more tower defense and combat game ^^
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Re: Surprising observation about first-time players

Post by Panzerknacker »

mmmPI wrote: Mon Aug 31, 2026 10:50 am Players do not have necessarily the same mentality when they play for youtube, or in multiplayer, or on solo, i feel particularly about "restarting" where it can be boring for the viewer or annoying for the ...
Ok..
mmmPI
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Re: Surprising observation about first-time players

Post by mmmPI »

Panzerknacker wrote: Mon Aug 31, 2026 12:52 pm
mmmPI wrote: Mon Aug 31, 2026 10:50 am Players do not have necessarily the same mentality when they play for youtube, or in multiplayer, or on solo, i feel particularly about "restarting" where it can be boring for the viewer or annoying for the ...
Ok..
It seem like you're trying to get attention with the quotation, but unfortunatly the limited amount of thought expressed in your message isn't allowing a useful discussion imo, i encourage you to develop your point a little next time.
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Re: Surprising observation about first-time players

Post by Filcius »

In my first experiences with Factorio, I was pissed off by bitters destroying my base. I deactivated bitters for my first 3 runtrough. Different people may not motivated by the same things.
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Re: Surprising observation about first-time players

Post by XT-248 »

@Bratmon. Thank you for posting your observations.

I have some observations of my own as well.

  • In my experience, players may do one of two things: keep their starter base or dismantle it to make room for a better base. Players are not locked into either option because of biters' attacks that destroy their early base.
  • I grew up on a very early Factorio version (at least since 2016), so I know how to take out biter nests for a long time. I prefer not to take extreme risks, and I would rather wait for more tools (car, tank, better turrets) than go in with grenades and shotguns. Different people like to do things differently. That is all.
  • Building a perimeter of turrets around uncleared biter nests and expanding the factory past them allows the biter nests to act like pollution sponges. This is just an alternative viable strategy.
  • Players refusing to cut down forests in the early game severely limit how much they can progress out of the burner phase before unlocking the metal pole. At that point, the player can then expand their base without cutting down trees. The trick is knowing when not cutting forest is holding you back vs. when it isn't.
  • I have played overhaul mods where there is an "industrial pollution scrubber," and this allows a fun strategy where the biters are less aware of my base unless they just happened to try to expand in the direction of base or outpost perimeters.

Thank you for taking the time to read, and have a good week.
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