TL;DR
- Factorio needs a story, because that drives the sense for the player and gives the whole campaing the reason for existence.
- Compilatron should ask to help you (if it sees, that you might need help).
- Factorio needs something to enable the player to see all the graphic details, that are not part of the factory. The trees. Water. The sounds in the wood. Lakes, many times larger than the minimap. The different biomes.
- That allows also to make big (auto-generated?) "intermediate" (interleaving?) levels, that connect two campaign-levels.
- It allows to make levels where the player needs to creep through rows of biter-nests, but also to discover hidden places, or have just simply to discover the right way through a labyrinth of stone.
- Intermediate levels allows to learn more about transport (*).
- The last level is not the end, it returns to the first level: bring the rocket through!
- The intermediate levels allow to learn also about how to transport things (from level to level).
- You cannot go back (of course), you can only forward.
- You don't need to play the intermediate levels, you can leave them out.
Long story:
What I thought about the FFF: Why not a story?
Kyralessa wrote: Fri Jan 10, 2020 8:12 pm
No story.
But the story is what makes the goals interesting!
I need to underline that.
<mark><click on underline text>
I need to underline that.
Well, I mean I played the Campaign now several (I think 5) times. And I played the old also several times.
And the main difference is that the old one explains much more, and there is this epic part (I think) in the old campaign where you need to pack the stuff into the car, drive around 200 kilometers away to a station, which is completly eliminated when you came in. And then you need to rebuild stuff from what was left.
That was cool.
My thought on that part: "When the game is finished I need to drive those 200 kilometers myself". Of course not really 200 game kilometers (6250 chunks)

, but maybe threehundret chunks (10 kilometers)? More or less... it should take a while and why not making it interesting? ( Post Collapse Nauvis
https://factorio.com/blog/post/fff-308 )
But generally those maps can be auto-generated. Because they can be quite boring. Time to free the mind. Some doozen chunks on a straigt street, but sometimes through dangerous waters. But it would allow me to see all the beautifull landscape. The different types of trees. The water. Driving down a wonderful and boring coastline (like in Halflive II). The different biomes. Lakes many times larger than the minimap (can't see the other side). Besides many small (autogenerated) ruines of old factories. More chests with material, if you like collecting.
It would allow creeping levels, basically silently driving around a very large (long) map, trying avoid biter nests. And of course things should happen if you go too deep into the forest.

But basically this part doesn't give the player much opportunities, it's main part is to connect two levels with some distance - so that it doesn't make much sense to go back and so need not to be programmed.
It would give me the a slight touch of the real size of what the game could be.
Not "Automate green science because that's what we think you should learn next."
But "You need to construct a train to retrieve goods from the spaceship across the ravine, because XYZ." Or whatever.
Sense is important. And it's easy to get one into here!
And of course to construct a train you need to automate green science, but that's what the player has the pleasure of figuring out for him/herself. The story presents the problem, and the player invents the solution, and thus learns the game mechanics.
Not sure if I support this one fully. When I saw my cousine (9) playing, I need to help her at some points.
I can think about this: Story and task comes from the "game", but sometimes you want Compilatron to help you. But more or less only on request or when it is clear, that you need help; Compilatron asks if he should help and you can choose or not.
I've said this before, but my favorite level in the original campaign was the one where you get to the wrecked base and discover everyone's dead, and you need to bring all the systems back online. I played it quite a few times, because I kept improving my understanding of how the various systems interacted and how to best arrange the smelting, or the railroad tracks, or other things. I'd love to see more levels like that.
See above! This part of discovering the mystery about the crash is far the best in the whole campaign.
I wanted more.
I wonder why the campaign is viewed as just a tutorial in the first place. Why can't it be an end in itself, instead of a stepping stone to free play?
Whoooo, that released some neurons, that waited a long time in me.
That was what I liked on the old campaign. And you know what: I drawd a bit around this evening. Here are the results:
Thinking in a Circle
The first pic shows the separate level campaign design, but only as circle:
Connect the Beginning with the End
Now it lays on it's hands: We end the campaign where it starts! The rocket needs to be put back to the first level.
And What is now Missing?
The mission to bring the rocket back to level1. Of course! So we need and Intermediate Level (or a Connecting Level), which is nothing as a more or less long tunnel where the player has more or less freedom to go through. Those levels can be enormous big. Which depends on transport medium. (*)
Because you generally cannot built anything in them they are straight forward.
Because that might be a risk in gameplay I would like to add, that it should be possible to leave those intermediate level out. You don't need to solve them to continue.
(*) How to transport items? There we can use all of what Factorio allows:
- By foot (player inventory) between L1 und L2
- Car (vehicle) between L2 and L3
- Belts between L3 and L4
- Trains between L4 and L5 (also the good reason to make a big train level like in old Campaign)
- Robots between L5 and (modified) L1
We can use that to bring items from Level1 to Level2 (and so on). And before there are misunderstandings: You cannot go back (of course).