Original Post — Direct link

I can't help but wonder, what will be after factorio. Once the 1.0 comes out I guess that there will still be updates and such, but maybe they will start working on a new game. Anyone knows anything already?

External link →
over 4 years ago - /u/kovarex - Direct link

There are SO MANY THINGS that could go into a dlc (lets call it expansion back). I have a whole trello board for things, and a working branch with one of the first additions I want to put there. We even spent one whole weekend testing the branch in a MP lan party, and it was a lot of fun. I'm just not allowed to put it into the base game, because we want to stick to no feature policy so the game gets actually finished. Obviously I can't tell you what it is. Sorry for teasing, I just couldn't stop it :)

So ... DLC makes a lot of sense to me, Factorio 2 ... not that much.

There are other possible things that could be done apart that. I would love to play some kind of Factorio online game. Turn based competetive - market driven game, where everyone build their own factory on their own little piece of land. People would have to try outsmart others, specialise depending on the market and try to predict the changes of the supply/demand ratios as the overall research progresses. The game iteration would be won by someone (in a month or two), leaderboard would be generated, and the game would start from scratch again. I actually spent quite some time thinking about this.

Also, I have a plan in my head about a weird rpg-like game that I would love to play. Once I started thinking about it, I was really wondering how could not anyone implement such a simple, obvious and fun mechanic. (Fun in my head at least). The problem is, that I would love to work on the gameplay part of the game, but I'm not that interested in doing the story/world etc. Which, actually might be fine. If the game is just very simplistic in these aspect, but interesting in the core mechanics instead.

Generally, I'm not fond of putting more and more production value into some game at the cost of keeping it simple gameplay-wise. This is what many of the bigger studios are doing and I hate it. There are very little interesting new games for me because of this. If I personally wanted to do more of Factorio or a new game, it would have to be something that relies on interesting/complex gameplay mechanics and progression even if all the graphics/story/sauce gets simple. This is the answer to how little I would care for Factorio 3D. On paper, it looks fancy, you could look around the factory in 3D, do some cool stuff, use VR etc, but in the end, you would get back to playing normally (top down) and it would just be an expensive shinny gimmick to increase the game attractivity at the cost of gameplay and most probably game readability as well.

I'm super happy about the fact, that we have the incredibly lucky situation of being able to do whatever we want without the need to squeeze big money from the game for shareholders or investors. We have no motivation to compromise the integrity of any game by pushing the sh*tty monetization tactics or by dumbing anything down to make it more mainstream to increase the sales. Will we make less money this way? Maybe. Do we care? No, we didn't came here for money.

Ups, this got little bit longer, and when they ask me to write something to FFF, I'm clueles.

over 4 years ago - /u/kovarex - Direct link

Originally posted by WideWeierstrass

The "obvious" extension to Factorio is to implement interplanetary logistics so that a factory on one planet can receive shipments from a factory in another planet that has different resources available. You'd have the incentive to have high tech and complex factories because you'd want to minimize weight sent to space by sending refined or manufactured materials (circuits instead of copper ore). Hopefully with something interesting going on in space like orbital stations and such.

The problem is that those mechanics are very lategame, which realistically most players would never see, so it can't really happen unless "Factorio 2" shifts to building many small factories in many planets, instead of just a big one. But I don't think that's nowhere near as interesting as the current game loop.

Adding things late game is fine by me. It increases the progression scale. Lot of people don't start the rocket, because it is almost "just the end of the game" (apart space science).

But if there was a whole chapter of gameplay behind it, you bet that more ppl would go for it, and even if they wouldn't, i don't care, i would and you would :)

over 4 years ago - /u/kovarex - Direct link

Originally posted by Razor_Fluff

Factorio is a preety complete game for me if it makes any sense. Like paid DLC's are maybe the thing. But we got a few games factorio-like lastly. And TBH it would be hard to make like Factorio 2. Also what could be possibly added in those DLC's? I saw an idea of improved combat mechanics etc but it could be just a big update, IDK. I know it may sound like I'm stingy but if there is anything really worth it, like a big deal addition to the game I'm willing to give Factorio devs my money ^

There is a lot that can be added. More than we could do in a lifetime :)

over 4 years ago - /u/kovarex - Direct link

Originally posted by OwenProGolfer

For everyone saying paid DLC: what would they add that you can’t already do for free with mods?

There are a lot of things that mods can't do (these would be mainly the candidates). Or things that mods can do, but not in as optimised way as we can do.

Also, we would always make things little bit differently even if something similar is done by mod already.

As an example, I give you the blueprints.

There was actually a blueprint mod before blueprints became a thing in the base game:

You had a special item that you could build to specify 2 corners of the blueprint to be stored. Then, through some gui, you selected the blueprint to be built and then you had to build different entity that specified the position of the blueprint to be built. It spammed that blueprint on the map instantly for you. It was interesting, but very clunky. Compare it with what we have now, blueprints as items with tooltips that contain preview of the blueprint. Instead of just appearing, it is built by robots, you get warnings when you have not enough items to build it. You can exchange blueprints by blueprint strings and use the library. You have blueprint books. Building preview when trying to build and force building, Copy/Cut/Paste/Undo etc.

That is the difference between a mod and a base game feature, it is rarely that radical, but you know what I mean.