Factorio - opinions - review - ideas - mad rambling
Posted: Fri Jan 02, 2015 3:41 pm
So been playing on and off with the game for a while now and thought I'd jump in to say a little bit about my experiences and thoughts. And instead of starting 10 threads that all sort of link together I thought I'd just make one massive wall of text to get it all out at once (sorry but there's a cookie in it for anyone who makes it all the way through!)
So my thoughts:
1) First up this is a fun game. Most important part of a game is that its fun and entertaining to play and this game has it! Even more so in my view as the artistic direction gets more focused and is taking on a more steam-punk inspired visual approach (since steam punk in itself is so terribly overlooked). Though with fuel and such one can argue it also builds toward the far lesser known diesel punk as well).
All in all gameplay and visuals provide a fun and entertaining challenge with a great atmosphere!
2) Tech tree advance. In most games you start at level one - then you progress up a level and the previous level becomes mostly useless - advance up a few more and the first level is totally useless. Thus in factorio I'm very glad that the game lets you stick to a tech level that you wish to. Players who want to can stick with a basic conveyor belt system - or they can advance up to a more complex hoverbot system. In my view I hope that Factorio can keep this open approach to the game, it creates a game that can attract a wider variety of players as a result without even needing to have 3rd party mods change the core elements to suit.
3)
Future ideas (one I know there is a lot of talk on).
1) End-game - I'm aware this a hotly debated and discussed topic which pleases me that there is work on adding more to the end of the game once the research tree is advanced along and the player is looking toward continuing the game they've invested hours into already.
2) Expansion. At present game expansion is focused upon resource harvesting - find a resource - defend and harvest it and then move on. However whilst this favours building up a network its a very dynamic network and whilst distances increase and trains get more importance at transporting there isn't any real reason to leave old networks intact. Further a player need only have so many out-layer points to support what they need - so once you've got one up-and-running you just tear-down and move when it runs out.
What would be interesting is to see more map resources or key points that are important to hold long-term. Something that contributes toward the player, but which they have to hold onto in the long term. Thus promoting expansion and increased complexity of that expansion because now you've got to maintain multiple long-distance bases. This might require new resource types (and uses for said resources).
3) Map topography - mountains, pits, gorges - introducing more impassable terrain thus making game expansion more interesting. Bases might be easier to defend if you're up to a wall of a mountain, but at the same time its blocking you from other resources - and providing opportunities for new buildings to cover those restrictions.
4) Water (I'm sure I read a thread on this but I'll throw it in) - water monsters - water threats - water resources and water buildings. It even introduces the potential for a near-water-world map type. Swapping trains for shipping lanes or extensive rail bridges. Also could introduce terraforming elements - players required to build platforms (wood and dirt - steel and metal) so that they can expand their factory.
5) Combat - it would be interesting (though might be impractical) if bug bodies could have a physical impact on the game. Forcing bugs to climb over their dead. Whilst that might sound a bonus for defence if it were possible it also leaves open the option for buildings to also have a height value - thus letting bugs clamber over the top of walls and structures. Suddenly mas waves of bugs become a lot harder to defend against when a wall isn't going to be quite enough to stop them out-right before the guns.
6) Home/shelter - Neat way to expand the building tree is to consider the other side of the coin. Whilst I'm not sure if introducing things like a food mechanic would benefit the game; certainly the introduction (even if its just interactive decoration) of a home and shelter series of structures would be an interesting aspect to consider. It also gives the player more to visually work with to improve immersion. IF this is attached to something like food - air - terraforming etc... then all the better for improving complexity and also providing long-term needs that have to be met even if the research tree is completed.
In closing (well part closing I'm sure more ideas or thoughts will appear) this is great start-up game. Updates form the dev-team have been regular and reliable; content added well designed and generally stable (considering its point of development) and its overall progress very positive. A great early-access game and one with huge potential still to come!
And now for wading all through that you get your cookie (unless you just scrolled to it!)
So my thoughts:
1) First up this is a fun game. Most important part of a game is that its fun and entertaining to play and this game has it! Even more so in my view as the artistic direction gets more focused and is taking on a more steam-punk inspired visual approach (since steam punk in itself is so terribly overlooked). Though with fuel and such one can argue it also builds toward the far lesser known diesel punk as well).
All in all gameplay and visuals provide a fun and entertaining challenge with a great atmosphere!
2) Tech tree advance. In most games you start at level one - then you progress up a level and the previous level becomes mostly useless - advance up a few more and the first level is totally useless. Thus in factorio I'm very glad that the game lets you stick to a tech level that you wish to. Players who want to can stick with a basic conveyor belt system - or they can advance up to a more complex hoverbot system. In my view I hope that Factorio can keep this open approach to the game, it creates a game that can attract a wider variety of players as a result without even needing to have 3rd party mods change the core elements to suit.
3)
Future ideas (one I know there is a lot of talk on).
1) End-game - I'm aware this a hotly debated and discussed topic which pleases me that there is work on adding more to the end of the game once the research tree is advanced along and the player is looking toward continuing the game they've invested hours into already.
2) Expansion. At present game expansion is focused upon resource harvesting - find a resource - defend and harvest it and then move on. However whilst this favours building up a network its a very dynamic network and whilst distances increase and trains get more importance at transporting there isn't any real reason to leave old networks intact. Further a player need only have so many out-layer points to support what they need - so once you've got one up-and-running you just tear-down and move when it runs out.
What would be interesting is to see more map resources or key points that are important to hold long-term. Something that contributes toward the player, but which they have to hold onto in the long term. Thus promoting expansion and increased complexity of that expansion because now you've got to maintain multiple long-distance bases. This might require new resource types (and uses for said resources).
3) Map topography - mountains, pits, gorges - introducing more impassable terrain thus making game expansion more interesting. Bases might be easier to defend if you're up to a wall of a mountain, but at the same time its blocking you from other resources - and providing opportunities for new buildings to cover those restrictions.
4) Water (I'm sure I read a thread on this but I'll throw it in) - water monsters - water threats - water resources and water buildings. It even introduces the potential for a near-water-world map type. Swapping trains for shipping lanes or extensive rail bridges. Also could introduce terraforming elements - players required to build platforms (wood and dirt - steel and metal) so that they can expand their factory.
5) Combat - it would be interesting (though might be impractical) if bug bodies could have a physical impact on the game. Forcing bugs to climb over their dead. Whilst that might sound a bonus for defence if it were possible it also leaves open the option for buildings to also have a height value - thus letting bugs clamber over the top of walls and structures. Suddenly mas waves of bugs become a lot harder to defend against when a wall isn't going to be quite enough to stop them out-right before the guns.
6) Home/shelter - Neat way to expand the building tree is to consider the other side of the coin. Whilst I'm not sure if introducing things like a food mechanic would benefit the game; certainly the introduction (even if its just interactive decoration) of a home and shelter series of structures would be an interesting aspect to consider. It also gives the player more to visually work with to improve immersion. IF this is attached to something like food - air - terraforming etc... then all the better for improving complexity and also providing long-term needs that have to be met even if the research tree is completed.
In closing (well part closing I'm sure more ideas or thoughts will appear) this is great start-up game. Updates form the dev-team have been regular and reliable; content added well designed and generally stable (considering its point of development) and its overall progress very positive. A great early-access game and one with huge potential still to come!
And now for wading all through that you get your cookie (unless you just scrolled to it!)