Wube is such a unique game studio. They do a lot of very solid technical work and look like they have fun doing it. I particularly appreciated their recent post about porting Factorio to ARM64. They had a business reason to do it but it's clear the team was mostly just curious about whether ARM64 was a viable gaming platform now. And then shared the results with us. They seem like fun hacker guys.

https://www.factorio.com/blog/post/fff-446

I've never played a game where it was more obvious that the developers really played and enjoyed their game. It's just brimming with QoL features.

> brimming with QoL features.

I'm surprised they didn't find a way to further improve the belt system. I thought they had it solved pretty well but e.g. Shapez is leagues better (talking about belt placement only here).

Is it possible Factorio is handicapped because of the perspective? I saw a post by the team that said the visual perspective was a mistake that caused endless headaches to accommodate. Things don’t perfectly align which bubbles up everywhere.

Have not played Shapez.

The modern doom saga gives me the same vibes. The team really poured their hearth in it!

IIRC, a number of the team members started as players.

Factorio is in that top-tier. I just tried Core Keeper and had the same feeling, gushing with QoL and thoughtful design. Refreshing to play sandbox-y games where mods don't feel mandatory.

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It helps that Factorio has been such a massive success, and that they’ve stayed (to appearances anyway) relatively small.

It helps they don’t have a publisher to confuse them with quantitative and qualitative pattern matching. Just make the game you play and judge it honestly. Of course, the second part is a rare ability.

This is what being very successful (but still focused) gets you.

Success is downstream to passion, not the other way around.

Yes but they have fallen into a success trap. I have seen the same trend with Mincraft, KSP and Subnautica. An indi developer starts with a great concept and a true open world game. The player can progress through the tech tree how they choose but doing so requires exploration. All is good. Then the developer starts to tighten the reigns. The tech tree become more rigid. Exploration must happen in a more specific order. And then the graphics department takes over, adding more and more objects until a previously huge and open world is a tightly cluttered mess.

Think of how subnautica moved. The second game was very literally denser to the point that they slowed down movement to preserve any sense of space. And each step inthe tech tree required specific tools from a specific place. No more free explorations. No more alternatives. The player lost control over the story. Subnautica 3 is now so dense and linear I gave up after a week. It is more a decorated fishtank than open world.

I still play factorio (1000x) but I do not play the new planets. That whole rocket process is so locked down that there is little for me to enjoy. I get bored whenever there is only one way to do a thing and no room for a player to invent alternatives.

It's a deeply philosophical question in many ways - if you don't enjoy the direction a studio takes its game, is that their problem? Earendel who designed Space Age has a rigid take on game design that was absent from the original Factorio. In the base game if there was some aspect that you didn't like it was totally fine to disengage with it. In Space Age there is a lot of mandatory requirements down to the bizarre approach to prescribing weapons for particular maps (in hindsight it is actually a bit weird that they didn't make the use of flamethrowers mandatory at some point; they may change that eventually).

Space Age doesn't respect the people who played Factorio as a light a-la-carte design sandbox experience. But it isn't obvious that is worse as opposed to just different. Wube doesn't have to build games for those people, they have many players who clearly wanted different things.

This is a weird perspective. The middle planets can be approached in any order. And mods allow near-infinite variety - especially those that build on the platform of custom planets.

> there is only one way to do a thing and no room for a player to invent alternatives.

Sounds to me like you are caught up in trying to chase optimization and bemoaning the fact that there's only one optimal strategy. Do a no trains run! Or a no bots run. Or a 1000x science modifier run, or Lazy Bastard, or Death World, or... there are plenty of constraints, both programmed-in or self-imposed, that can push you out of the "standard" optimal strategy.

The system for moving between planets is locked down. It is rockets or nothing. And that system is deliberately designed to defeat scaling. What really killed me was the message saying I was only allowed one of a specific key building on each planet. That was very anti-factorio imho. As I said above, as an indi developer moves forwards they add constraints to focus and guide progression. I simply do not want that. So I disabled all the planet stuff and play like it never existed.

That restriction is needed in some way to prevent that building being a way of teleporting stuff across the planet. They did relax this in 2.1 and allow you to build extensions to that building where you can add inserters and use belts/trains.

yes, one landing pad per planet a really obnoxious restriction I really hoped they'd remove in 2.1, but they did a half-measure instead. their rationale is uncharacteristically misguided, intended to prevent using rockets for on-planet logistics. first of all, it would be a cool option. second of all, that option would be too expensive both in terms of resources and UPS, so people would only use it in very niche scenarios. it's an overwhelmingly unpopular design decision.

I also dislike that they moved some base game tech to space and other planets to discourage extended stay on Nauvis. which again makes no sense because an extended stay on Nauvis itself makes no sense when each inner planet offers overwhelmingly powerful tech that renders every single assembly line you can make without leaving Nauvis utterly obsolete. not having cliff explosives before Vulcanus, which may not be the first planet you visit, is a minor but obnoxious inconvenience even if you do decide, deliberately or due to inexperience, to stay on Nauvis for a while. artillery being moved there is equally pointless -- the best defense in the game are landmines, and they can be still unlocked in less than an hour. I don't remember what else had got moved, but I do know that if I wanted to build a 10K SPM kilobase without ever going to space, I still could.

that all being said, these are my very only gripes with Wube and I played the game for >1000 hours, 200 or so after the DLC came out. except for maybe not being able to choose the output lane for inserters, but that limitation is as old as the game itself, and I don't know whether it's a misguided design decision or simply a limitation of their extremely optimized belt system.

I don't think there's ever been a game I've been more satisfied with. for every game I ever played that seriously, my list of complaints had much more entries than <10 with Factorio. it exceeds even the old Blizzard's level of polish.

I'm going to restrict my commentary to the base game, both because you're deliberately ignoring the stuff in the Space Age expansion, and because I've not yet gotten to the new stuff in the expansion. While the following might sound like a "gotcha!", it isn't:

> I get bored whenever there is only one way to do a thing and no room for a player to invent alternatives.

There is only one way to process iron ore: put it in a furnace. There is no way for the player to invent alternatives. There are only three ways to make electricity, and two of them require you to boil water. There's no way for the player to invent alternatives. There are so many examples of places where stock Factorio permits you only one way to do a thing and prevents you from inventing alternatives.

> The system for moving between planets is locked down. ... And that system is deliberately designed to defeat scaling.

All of the systems for transporting materials are locked down... it's hand-transport, belts, bots, trains, or nothing. Hand-transport's godawful scaling is why you build everything else. Bots are deliberately designed to scale incredibly poorly and belts to scale pretty badly, which is why you're -as it seems like you'd say- forced to use trains to transport materials over very long distances.

> The tech tree become more rigid. Exploration must happen in a more specific order. And then the graphics department takes over, adding more and more objects until a previously huge and open world is a tightly cluttered mess.

That hasn't happened to Factorio in the thirteen years that Wubi has been working on it.

Do you play Space Age just on Nauvis or are you playing without Space Age entirely?