Posted by 005vc16607 10/26/2024
At least it doesn't take up the whole basement like the sets previous generations played with.
I work in performance - a space where we're thinking about threading, parallelism and the like a lot - and I often say "I want to hire who play with trains". What I mean is "I want people who play Factorio", because the concepts and problems are very very similar. But fewer people know Factorio, so I say trains instead.
I think I know why it's enjoyable even though it's so close to work, too. It's the _feedback_. Factorio shows you visually where you screwed up, and what's moving slowly. In actual work the time and frustration is usually in finding it.
Versus say Call of Duty or whatever that you might lose yourself in, which is also not productive, but bears no resemblance to work.
Pilot communities probably say similar things about flight sims (or flight components of games) that aren't good enough to be useful practice?
The analog controls in real life are heavier, more raw, somewhat imprecise, and you can feel them knocked around by the wind for example. Night and day difference. It honestly makes the most state of the art simulator feel like you’re operating a NES.
When I first started flying my instructor specifically recommended against flight sims for that very reason.
Now that I have my PPL I only use them to practice approaches for new airports that I’ve never visited before and to familiarize myself with the cockpit layout for planes I haven’t flown before. It helps build some minor muscle memory so I can focus on the harder parts of flying.
but that's the extend of it, you don't have to do heavier programming practice like algorithm, complex state management, input parsing and validation (unless sushi), or anything involving combinators until finishing the 1.0 version.
For typical gameplay, the only puzzles you run into are the ones you build yourself into. The name of game is to design your factory in a modular and extensible way so that you do not build yourself into a puzzle.
many people feel it feels similar to coding, in the way you have to slowly refactor designs + work involves a recursive breakdown of tasks + tracing/debugging of issues
And I think that's mostly due to the lack of constraints in most programming jobs. I don't have to think about throughput or optimizing op codes or almost anything else because our machines have absurd amounts of compute and more memory than most hard drives I've had in my life, the networks are broad and fast, and there's a commercial solution for most of the hard problems.
Maybe I'd think differently if I worked on microcontrollers, but my brief foray into Arduinos and Raspberry Pies didn't feel that much different. I mean, I was using Python on the Arduino. I felt more constrained by the pins than anything else - another problem with several well explored solutions.
I’ve hated puzzle games all my life. Most likely because they’re artificial.
That’s why startups appeal to me, because they appeal to my nature. It’s in my nature to desire being productive.
So asking “why must you always be productive” on a site full of startup enthusiasts … well, you’re going to get a lot of the same answers
Scratch that - I'm using "money" as a proxy for "value". Let's talk value directly. All things being equal, if I can enjoy Activity A totally in isolation, and Activity B equally much, but B leaves something behind which other people can use and get their own value out of, then B is clearly a better or more noble use of my time. Being productive just makes you a better person on net.
Now... I do not choose the "max productivity" strat with each and every second of my being, far from it. I'll probably buy and play Factorio sometime in the next few months, and it will be Steam game #3 added to my library after FTL and Slay the Spire. But I'm not going to sit here and pretend it is somehow better for the world outside of myself to play Factorio rather than e.g. improve the FOSS software I maintain that helps people learn Finnish. Let alone something like contribute to the Linux kernel. This is a philosophical non-question to me.
When I play games, I never play competitive or intense games, I see it as a therapeutic activity.
I play relaxing single player games like Stardew Valley or Tiny Glade. Cultivate some crops, feed my chicken, pat my cat. No real end goal other than to just relax. I urge anyone to try, especially in co-op with with a friend or partner. It really is therapeutic.
I’ve wanted to play Valheim for ages. I even bought the Factorio DLC on launch day and barely played it because nobody wanted to play.
For some the latter is facotrio. I tried it myself, didn't get past the demo. I think if I'm doing something not productive in terms of not using my time towards something that actively makes me money, I would feel better doing something like learning another programming language, do some quick projects to automate parts of my life, try to write myself a game or a piece of toy software that challenges me and is also fun to implement.
I think I'd rather do those than play facotrio.
Everyone has different ways of unwinding and finding meaning, and productivity doesn’t need to be the sole measure of time well spent, at least for me anymore.
Though, with AI looming to take this last shred of human dignity too, maybe having a bit of fun along the way isn't such a bad idea.
Ironically, Factorio is all about productivity. Mine more resources, produce more items, expand more land and build more factory.
Plus I'm going to die unlike when I was an immortal teenager, so I want to retire ASAP.
If I'm going to game it'll be an FPS or similar when I'm too brain dead to play when-will-i-be-a-millionaire.
Trivia on farming: Medieval peasants worked far less than modern employees (at most 150 days a year). It was obviously harder physical work than sitting in an office all day, but they had plenty of downtime
Anyway, if you like Factorio, you might also enjoy Mindustry: simmilar-ish, less constructional depth, more tower-defence and fighting.
https://www.ft.com/content/b9e419c6-acf1-420b-8ae6-908feb52c... ("How ‘Factorio’ seduced Silicon Valley — and me")
(Cool fourth-wall breaking moment seeing an HN'er featured in the FT!)
Three HNers (at least!)
https://news.ycombinator.com/user?id=xal
https://news.ycombinator.com/item?id=26593117
(Also, I am typing this while alt-tabbed out of Factorio...)
https://news.ycombinator.com/highlights
(Unfortunately one would have to scroll back through 3 years' worth of other things to run across it, but it's on my list to fix that and it's squirreled away there for the future)
If you zoom in, the graphics are high-res 2D sprites, rendered from 3D models. And the level of detail can be ridiculous. From this week's Factorio 2.0 update (and Space Age add-on), here's an example of the zoomed-in detail: https://www.factorio.com/blog/post/fff-396 See the foundry animations? Those videos are actually slightly more blurred than the in-game version. And the sound effects are synced to specific animation frames.
So the world of Factorio is oftentimes brown and grim and covered in grime, but that's a conscious artistic choice. (Not all of the new planets are brown. Gleba is green and irridescent and frankly creepy.) Similarly, Factorio's 2D nature has allowed the developers to focus on gameplay and quality-of-life more than many newer games in the genre. If you want to build big, intricate factories with complex train networks, for example, Factorio really shines.
If anyone would like a game with 3D graphics, or a different graphics style, try:
- Satisfactory: The 3D world is gorgeous, and Satisfactory shines at "walk around inside your factory and tinker with it." Gameplay-wise, it has only recently gained blueprinting tools that allow working at a medium level of abstraction.
- Shapez 2.0: This is pretty and colorful and full of great little puzzles. It occupies a different part of the game-design space and is just a joy to play.
(Dyson Sphere Project and Captain of Industry also have great gameplay, but I don't know if their graphics are likely to grab people who find Factorio graphically underwhelming.)
There's also Shapez 1 and 2, which is like the essence of Factorio abstracted into shapes and colors. Shapez 2 has more mining and trains and multiple levels.
Satisfactory's main issue is that it lets you build in three dimensions without doing any physics to check if that build is mechanically plausible. It's of course not reasonable to expect them to do that physics. But it means that sophisticated logistics/organization problems in Factorio almost always have the same solution in Satisfactory: build more, but upwards. There's no reason to think long-term in Satisfactory unless you have a specific aesthetic vision for a base. Of course, a giant factory-skyscraper with tons of conveyor belts sticking out looks really cool! And Satisfactory being easier makes it more of a chill sandbox game than a tense strategy game like Factorio, so I get why aesthetics-minded people like it. Different strokes.
Course that means I often had oversupply.
Because your phrased your question like people that complain about the level of detail. Yes, factorio is ugly (although some trees are beautiful). And yes, that's a design decision.
There are some mods that reskin it. Personally, I don't think any of them are beautiful.
1. It’s simple, charming, and nostalgic.
2. I view it as a defense mechanism against the onslaught of modern gaming that’s locked in a race to the lowest common denominator (i.e. “Stay away! This game isn’t for you!” ;) )
Terrain looks better, trees look better, too, I think it's a pretty big change.
Any chance you have the game set to use 16-bit color?
* Play your first game without mods (or very limited QoL mods)
* Don’t use blueprints from others online (at least in your first play through), you can watch videos if you are truly stuck but copy/pasting what others have done can ruin the fun
* Don’t always try to min/max. If that’s what you like then more power to you but I often guess at things or over-provision because it lets me keep playing and not get bogged down
* Before you look for blueprints online use something like Helmod or Factory Planner, blueprints can really ruin the game for me at least. The one exception is belt balancers, those are fine to copy. You can share your own blueprints between games but taking blueprints from online feels too much like cheating. Study them and reproduce them if you need to but I promise it will be more satisfying to do it yourself rather than just plopping down what someone else did.
* Don’t try to build the best or “final” version of something at first. As in, build what you need now and re-evaluate later when it’s not enough. I’ve ruined the “fun” before because I was too hung up on making a production line too complicated/large/etc too early. Don’t make your first smelting operation at a scale you’d use in late game, you’ll build a new smelting setup later and that’s fine.
* Go into the game blind, don’t research “the best way to do X”, your first (few) play throughs will be more fun if explore and learn on your own.
Bonus points if it's open source.
Level of fun/addictiveness: Factorio<<<----, Shenzhen I/O, TIS-100, Nandgame, nand2tetris
Best story: Tossup for Shenzhen I/O and TIS-100, Factorio, nand2tetris, nandgame
Best order if you've never coded and want to get tricked into becoming an engineer: Factorio (but hard limit yourself here to no more than 2000 hours), then TIS-100, then Shenzhen I/O, then the Nands. I think Nand2tetris is more accessible as a learning tool.
Upshot - I highly recommend this list. :) Space Age (the Factorio DLC) has me wanting to do nand2tetris in Factorio now. Resisting..
Works on mobile, desktop, Linux, etc.
[0]: https://prisonjournalismproject.org/2024/03/31/popular-video...
I had this experience with Eve Online back in the day. The optimization limit horseshoes back into the real world.
Case in point: just reading this thread started me learning about discrete event simulation. Damn you Factorio.