eradicator wrote: Tue Oct 01, 2019 9:34 am
5thHorseman wrote: Tue Oct 01, 2019 8:35 am
Mechazawa wrote: Tue Oct 01, 2019 4:44 am
I also have a sneaking suspicion that the kinds of players who would assume the "real game" doesn't start until you get bots are also the kinds of players who play with biters disabled; which virtually removes 100% of the challenge from the game, it just becomes a waiting game at that point. Your super base is an inevitability. What actually is the gameplay loop for such players? Does one exist?
- Think of something to do using the tools provided.
To expand a bit on @5thHorsemands very good explanation: To me factorio is a planning/desining game. Enemies are just a time waster preventing me from designing factories, i don't understand why anyone would leave them enabled.
I also find that Logistic Bots auto-solve the logistic puzzle, so "what's the point" on that one too. What you percieve about the biters as "challenge" is to me just boring repetive action.
I felt a bit concerned by Mechazawa's remark and thought the ongoing reactions to it very on point. I play mostly with biters disabled now, it wasn't the case for the first 2 years i play this game i liked the challenge of managing them, but at some point it feels repetitive unless you use mods to add flavor, but quite soon you adapt to an AI and it feels repetitive again.
I also play RTS and civilization a lot, there is a challenge playing versus other fellow humans, not against "bot"s or "AI" , at least past a certain time investement into a game. I see a parralel here.
Then you have city-builder game, like the old pharaoh, caesar , or even a simulation like the rollercoaster tycoon, city skyline, those games when i play i feel like using lego , it doesn't require someone trying to shoot at it to be fun. It feels like a drawing board, or just a pen and paper, you can draw/write anything you want, the limit is your imagination !
I have stopped playing any MMOs for a few years ( to have time to do something else). what was called "real game" in the remark could be translated this way IMO :
In a MMO first you gear up, lvl up, learn abilities , and learn the game. Then you reach max level, and the game usually is different. Some people wants the best gears and it's sometimes a neverending farm depending on the game, some people will start doing PVP and just do that. Some people will start over a new character to explore new mechanics, some games are designed for adding new content at the end ( for which veterans race ) .
This very much depend on the philophy of the game, and the success in implementation. Sometimes one thing is thought by devs to have X impact, and really players uses it differently, or abuse it, or ruin their fun because of it.
Those several points link up to this : the QoL things, like the belt brushing, or the "maybe-overpowered" robots, why not instant blueprint, modded achievement on steam, and such, would/could ruin the fun for people who play a MMO up to max level and then start over with a new character, this would be seen as an in-built power-lvl tool, for people who consider the game is all about leveling up and gets bored or dislike after that.
Those on the contrary would be very good improvement for people playing MMO only to pvp other groups of people with their friend( moba/battle royal style), you drop on the tedious lvl-ing up aspect, and the repetitive grinding vs bots or mobs, and you jump straight up into the fun, the big wars and raids and whatever. They would consider the gearing up and lvling up part as just a prelude to the "real game".
There is a relation between "what people think the game is" , and "what the devs wants to make", it is not always a 100% match, the "developer over-control syndrom" was mentionned several times in previous discussions following FFF, given the heated discussion on bots and belts , ( for logistic ) or oil and bots ( for construction bots) i think it is difficult for the devs to act in a way that pleases everyone.
One could see it in a MMO where some people feels like there is not enough HL pvping and wants the newcomers to reach the latest stages faster to make a more populated server for wars ( at the cost of player not knowing how to use their character because the leveling required no effort ) , and some people feels like their accomplishment of lvl-ing up is stripped away from them as " it is given for no effort to anyone in less than a week these days" ( you get the idea).
It can be strong divergence of point of view/interests , though one coud keep in mind that In a MMO players are potential RIVALS, or at WAR, or ENNEMY sharing the same world, which is not the case in factorio each person is free to play the game as a drawing board, it will not spill excess ressources in a common market and ruin the farm of other people that would get mad, it will not changes the prices at an aunction houses , it will not make leaving or entering a town an annoying waste of time/super fun battle, it will not devaluate the strengh of an old classe compared to a new one and so on.
Mechazawa wrote: Tue Oct 01, 2019 4:44 amI am left wondering what game is there is left once you get automation[...]
It makes no sense because there are no enemies left to use that gear on. Terraria had this problem.
For me the first hundred hours of terraria would be finding fighting techniques, getting better at the controls, learning how to build arenas, automatic farms, adding mods with new ennemies, new bosses.
Today i always plays with 2 characters, one that uses cheats i use as a builder to make castles and spaceship and forest or dragons, clouds and aliens, or whaetever, imagination is the limit ! , the other one i spend wayy less time on it, just to explore the builds and actually "play the game" , the problem for me in terraria is that there is not enough QoL for builders, or drawers, i had more fun creating adventure map than playing them for example.
Factorio feels like learning techniques, and then using them to draw things, there are many techniques, because the game has a lot of content, but there are even more things to draw, because people have such wide imagination ! in my last game i used a modpack that included Dectorio, i spent several evenings experimenting ,digging up concrete to plant trees, testing different texture to make nice alleyways in my spagueti base, and i liked it no less than when i watch hundreds of little trains carrying things all over the place in perfect order, or in a functionnal chaos.
bobucles wrote: Sun Sep 29, 2019 12:25 pm
Fun doesn't always mean easy. Sometimes bashing your head against the wall can be fun, too.
The journey is just as important as the destination.
I do share this but i feel it is open to multiple interpretations :
I like the "sandbox" aspect, and often find myself regretting that the game is only about making a factory and not a whole town/planet, so i build factories that look like several small villages that grows organically.
The journey in that case would be "building" and the destination " a nice thing".
Building would then need to be "fun" "engaging", "ergonomic" or so.
the belt planner ( that i wouldn't personnaly use ) , instant blueprint, creative mod,
would then be necessary tools to make the journey pleasant.
By that i mean the "challenge" is to manage the constant unbalance between villages, ( self imposed logisitic puzzle for personnal reason that's what makes me bash my head against the wall and enjoying it ) , the belt laying part of it is of lower importance in this context it would compared in a RTS scenario where in some games you move a whole army in a click, in some other you are expected to micro each invidual units, you would prefer one RTS over another wether you prefer moving 100 armies accross a galaxy and managing the whole supply chain of fuel and replaceable part or maintenance or 100 men accross a battlefield and their indiviual moral, health condition, personnal skill.
In factorio that would translate into having different "scale" of puzzle, wether it is a macro or micro puzzle. Some macro puzzle are more fun for some people some micro puzzle are funnier for others. And also not everyone consider the same thing a puzzle, and not everyone consider the same thing, "micro" / " macro" .