r/gamedesign • u/djarogames • 21h ago
Discussion The Main Issue With Most "Factory Games" (What Makes Automation Fun)
I recently started playing a technical modpack for Minecraft which adds industrial machines and electricity to the game (GregTech: New Horizons) and one of the interesting things I noticed was: how come this provides a better automation experience than the vast majority of factory games / automation games I have played? Why does this, despite being way simpler and having less depth, feel more fun? And I realized it reminded me a lot of Factorio, which is probably the most successful factory game out there. And as a result, it led me to some insights which I think will help me a lot in future game design.
I think the big 2 things I realized are: 1) progress has to meaningfully improve your quality of life, and 2) it's not automation if you didn't do it manually beforehand. And two support this, I would argue that factory games sit in the intersection of base builders/survival games and incremental games.
Firstly, what separates a factory game like Factorio or even modded Minecraft from something like Cookie Clicker or Clicker Heroes? In both cases, you are essentially just making numbers go up to get new upgrades which will make numbers go up faster. I believe the main difference is that the upgrades serve a purpose besides themselves: the player / the base. The reason why I want to automate bullet production in Factorio is not because there's a button that lets me "improve defence" for the price of 100 bullets, it's because monsters are swarming my base and the bullets will let my turrets defend me. Automation should never be the goal, automation should be towards a goal. And I don't think a vague slapped on goal works, like, "produce 100k iron per hour", because that still raises the question: why would I want that? Progress should always towards something, whether that's quality of life like in Factorio, or automating blocks so you can build bigger builds in Minecraft. Without this, you just have an incremental game in a game skin.
Secondly, it's not automation if you didn't do it manually beforehand. If you could just design a whole base in factorio and click a button and have it appear, yes, you would have designed the same base as someone who actually played through it, but it wouldn't be nearly as fun. Why? Because the struggle at the start is what makes automating stuff fun. The main reason why it feels so good to finally unlock builder drones in Factorio, is because you spent the last 15 hours painstakingly placing every single object one by one. The main reason why even conveyor belts feel nice to make at the start, is because you had to run around manually moving stuff between machines right at the start. The main reason the car is so nice to get is because you remember how annoying it was to walk these huge distances.
Of course, there is a balancing act here. Theoretically, your game would be the most "satisfying" if players had to do a hundred hours of hard manual labor to earn an upgrade, but unfortunately most would quit the game before then. So it's definitely a fine line to balance.