Genre Analysis: Factory Builders

Defining Games

  • Factorio
    • colonize an alien planet and launch a rocket
  • Satisfactory
    • open world first person factory building
  • Shapez.io
    • abstract factory puzzles
  • Dyson Sphere Program
    • gather resources from an entire solar system

Defining characteristics

  • automated resource extraction and refinement
  • logistical challenges driven by spatial constraints
  • optional optimization of existing systems (generally optimizing resource throughput)
  • gated technology progression
  • problems/puzzles/modules flow into each other (as opposed to puzzle games or zachlikes where they are explicitly independent)
  • partially self-directed goals
  • challenge can be overcome by spending time waiting
  • highly moddable
  • procedurally generated world

Why is this genre fun?

  • puzzle like, but complete solutions are easy to achieve
  • optional optimizations on top of said solutions
  • satisfaction of watching your contraptions run
  • satisfaction of taming the wild
  • interesting, unexpected failures due to unexpected interactions or subtle bugs in the player's design
  • gameplay can be extended, enhanced, or changed through mods or built in options
  • hits on "engineering creativity" in a way that other games don't
    • engineering creatvitiy is more about coming up with solutions within constraints. It's not a blank canvas. It's based on analytically evaluable metrics
  • scratches similar itches to programming, but with clearer gradients and fewer frustrations
    • great debugging: can see what's working and why with exceptional visualization
    • basic solutions are straightforward
    • very weak syntax constraints, very intuitive syntax
    • solutions generally do not need to be as robust as in the real world
    • tech progression doesn't break previous (natural) assumptions
    • good quality of life tools and docs

Adjacent Genres

This list is roughly ordered by the closeness to the genre.

  • Zachlike puzzles (automation heavy puzzle games)
    • Opus Magnum, Incredible machine
    • Greater focus on additional (secondary) optimization constraints (which are provided by the game)
    • Micro-optimization as an entire game
  • Base and city builders
    • Sim City, The Sims, Cities: Skylines, Dragon Quest Builders
    • Build out a complex and delightful area, but with no / little automation
    • Most of the actual functioning of your constructions is abstracted away
  • Colony sims
    • Rimworld, Dwarf Fortress, Oxygen Not Included
    • Balance complex systems, but with a focus on the needs of your workers, not scaling production
    • More about the emergent push and pull of life in the colony. Less about steadily pushing towards some goal.
  • Idle games
    • Cookie Clicker, Candy Box
    • Automate everything, but without the complex chains
    • Additional mechanics and optimization opportunities unfold over time
  • Train simulators
    • Open TTD, Mini Metro
    • Focusing almost entirely on logistic networks powered by trains
  • Real Time Strategy
    • Starcraft, Warcraft III, Red Alert
    • Command units, build bases, and extract resources
    • Very little automation: resource production is almost entirely abstracted
    • Much more time pressure!
  • Level builders
    • Y'know, like Mario Maker
    • Focused on creating interesting experiences and, in some cases, creating fun and interesting contraptions
  • Tower defenses
    • Dungeon Warfare 2, Bloons TD, Gemcraft
    • In high quality games, there are strong optimization and contraption elements

Blended Genre Games

These games are all factory builders combined with the genre(s) in brackets.

  • Mindustry (tower defense, RTS)
  • Hydroneer | Astroneeer | Atrio (exploration)
  • Automachef (Zachlike, cooking game)
  • Infinifactory (Zachlike)
  • Timberborn (city builder)
  • Minecraft (survival crafting / creative sandbox)

Progression Loop

  • acquire goal (generally something to produce)
  • determine recipe
  • (optional) unlock tech prerequisites
  • find relevant inputs (raw resources or previously produced items)
  • (optional) if necessary, rework existing parts of the factory to produce relevant inputs
  • build prototype
  • (optional) optimize and scale prototype
  • integrate with larger factory
  • reap fuits of your labor
  • (ad hoc) discover and fix issues with previous designs

Sources of Challenge

  • player-driven optimization
  • determining production chains
  • physical layout of factory elements (making sure they reach each other and all fit, etc.)
  • transport logistics (moving things around the factory)
  • refactoring previously constructed parts of the factory as new requirements (or better methods) are discovered
  • returning to your factory after a break, and needing to refresh yourself on how it works
  • (optional) combat disrupting operations
  • (optional) temporal variation disrupting operations, often by creating instability in resource supply or demand

Design Tensions

What goals of the genre are in tension with each other? Note that many of these design tensions are not unique to factory builders.

  • mechanical complexity vs meaningful richness
  • helpful innovations vs trivializing the game
    • unlocking new tech can sometimes remove interesting challenges instead of creating interesting opportunity for improvement
    • (insert roast of Factorio's logistics robots here)
  • disruption forces interesting changes vs frustration and sadness to see your stuff get wrecked
  • long play time vs tedious waiting around
  • giant automated bases vs computational limits
  • joy of optimizing and creating big factories vs uncomfortable implications of industrialization and colonialism
  • accurate simulation of reality vs clear and interesting puzzle situations

Common Problems / Room for Improvement

  • mediocre combat
    • poorly integrated
    • frustrating
    • snowbally
    • thematically incoherent
    • difficult to balance
    • limited depth
  • poorly managed complexity in UX
  • poor tutorialization
  • bland, unoriginal aesthetics
  • unoriginal contraption mechanisms
    • everyone uses inserters and belts
  • boring and low-impact environmental variability
  • copy-paste of optimized designs
  • treadmill-style tech progression: same mechanics, but with a different coat of paint and "numbers go up"
    • driven by lack of end products
  • terrain modification that makes the world less interesting
  • no meaningful penalties for overproduction of resources and mindless expansion
  • frustrating control schemes, especially in games with a player avatar
    • also results in difficulty seeing the whole factory at once
  • missing QOL features

Drivers of Player Churn

  • overwhelming UI and bad control at start of game
  • players are intimidated by engineering
  • large portion of base is destroyed/disabled
  • positive feedback loops on failure
  • difficulty recovering from failure states
  • no clear goal at any point
  • tedious tasks
  • poor pacing
  • performance issues

Expected Business Model

  • early access
    • incorporates player feedback
  • live service development
  • (optional) modding
  • (optional) small group multiplayer
  • (optional) expansions
  • NO microtransactions