although I guess it's like that quote about how techies are into pen & paper RPGs because of the fantasy of having a clearly explained quest that they can actually complete
the big draw of factorio is not that it's a giant spaghetti pile of technical debt of your own making... it's that you can spend an hour of intense work FIXING that technical debt. that's the unrealistic fantasy this game is providing
@zaratustra that's the trick: you're supposed to realize your previous factory was an abomination in the eyes of man and god, and vow to make your next factory better, well designed from the start.
then repeat this loop until the game ends and/or you get tired of playing it.
game: this factory is technical debt in visual form. every conveyor belt is placed in such a way that made sense hours ago but now is nothing but a blight on your dreams
bad idea: I'm gonna get some other devops and we're gonna play a longform factorio multiplayer game together. we're going to have a jira, proper change management, daily standups, multipart epics to track our long-term deliverables, and set up pagerduty so that we can be alerted when there's a biter attack that needs immediate attention.
anyway I can see how this game was inspired by modding minecraft, because that's the only environment I've ever coded in where my source code was at risk of being lost because it got exploded
@secretsquirrel oh no, you never beat Factorio. Launching a rocket is only the beginning. (He says, as he clears another few thousand tiles of alien life to build a second 1200 science per minute outpost)
@womble@secretsquirrel yeah. it's like minecraft: you don't BEAT it just because you reached the ending, you just challenge yourself to do more and/or you install mods to make it weirder and harder
@whitequark@foone I've thought the best thing about Space Engineers is that everything is half broken and poorly documented and the UI is clumsy, but you can still make things work somehow, which seems like a pretty decent simulation of engineering. Or at least of being a second rate computer technician.
@Nentuaby@greyduck to some degree! although one thing that's always impressed me with Satisfactory (having played it since the beginning) is how much it's NOT just Factorio-but-3D. They clearly had a lot of their own ideas and also got inspiration from other games (like Subnautica in particular)
They could have totally just focused on making "Factorio 3D" but didn't, which honestly makes it a far more interesting and better game.
@foone RFC: play Satisfactory instead. It’s prettier, has a lot of built-in humor about risking life and limb for a soulless megacorp, has a lot more potential for both aesthetic and functional architecture choices, and the devs seem way cooler than Kovarex.
@foone funnily enough, i vastly prefer Satisfactory because none of its hostile aliens attack your structures (just you, when you go exploring), so there's no entropy acting on your setup, just your own ability to plan and execute. killing roaches to keep them off your stuff feels too much like "meetings" to me, so I prefer the builder games that elide that.
@foone I did a talk on DevOps in Video Games and Factorio was the main subject, along with Kerbal. The true DevOps of Factorio - there are entire communities who will have arguments over how to best layout a factory, single purpose city blocks (microservices) or raw input to final product chains (monoliths)
@ticktok@buttplugio I have bad news about what @calico is making: "femboy factory", an h-game with the initial premise of "what if factorio but the resources you're processing are femboys?"
I've now discovered there's a factorio mod to let you hook it up to pagerduty so that you really can get alerts sent to your on-call team when things break:
the screenshot on their github (showing it sending stats to datadog) leaks that they're playing with the Space Exploration mod, which makes sense. That mod isn't a game, it's a part-time job