Read & Play: Working With System Dynamics: Jessica

Factorio is a factory-building game created and published by Wube Software Ltd. The demo is available for Windows, macOS, and Linux and is designed to introduce the basic mechanics of the full game. The game is appropriate for players around age 12 and older due to the complexity of the systems and mild balance. More specifically, its audience is players who enjoy strategy, problem-solving, resource management, optimization, and building complex systems. The official game page is available here: https://www.factorio.com/

I played the demo digitally on Mac through Steam for approximately 2 hours, completing through tutorial level 3 (having died once) The premise is simple: after crash-landing on an alien planet, the player gathers local resources and gradually constructs machines that automate the work they initially perform manually. The current tutorial consists of five staged levels that progress from basic mining and smelting, through power production and research, to increasingly complicated automation and rail logistics. A story is present, but narrative is secondary to learning how the system works.

The systems are prioritized from before you even begin with background images illustrating systems. 

It is difficult to assign Factorio a genre. Steam categorizes it as simulation and strategy. The mechanics draw heavily on automation, crafting, base building, resource management, sandbox, and survival games. In many genres, an underlying system supports the action or narrative. In Factorio, understanding and manipulating the system is the primary activity.

The goal of the game is to mine ore, organize energy, and craft objects that expand possibilities. One solved problem creates the conditions for another problem. Once mining is automated, the player needs to transport the increased supply. Once transportation is automated, production becomes the bottleneck. Once production expands, the factory needs more fuel, electricity, space, and eventually protection. The players watch (or run) resources move through the system. 

Salen and Zimmerman’s systems framework asks us to consider objects, attributes, internal relationships, and environment, and to examine games as formal, experiential, and cultural systems. Factorio is an especially clear formal system. Its objects include ore, coal, mining drills, furnaces, inserters, belts, power poles, and a whole book of other recipes. Each has attributes such as capacity, speed, position, fuel requirements, or production rates. Most importantly, those objects are meaningful because of their relationships. A furnace without ore or fuel does nothing. A belt becomes useful because of what produces material at one end and consumes it at the other. The same relatively simple formal rules can consequently produce dramatically different factories. 

Given the complexity of these systems, the learning of how to play Factorio is extremely important. Given that my interests for P3 are focused on using a systems based game to teach students about complex games, the learning is of great importance to me. This learning is clearly presented in loops and arcs.

The tutorial is broken up into 5 arcs that each have an objective that must be met to progress. However, within each arc there are a large number of loops. 

Incremental objectives are displayed in the top left corner. Players can engage in the native loop where they press W and their player moves to the left but they also learn that this is a useful skill and complete the first objective. The second objective begins to allow the user to experience, that time is an important element of gameplay. When the objective was to mine ore using a right click. I tapped the button and expected it to be mined but the character pulled out an axe and then put it away without mining. A time bar appeared but then quickly disappeared. Not only did I learn that you must hold the right click to mine but that time matters. The action literally loops when the timebar is full, you receive one ore, and the player begins mining another ore.

These small loops combine into larger loops. A major gameplay loop is essentially gather → build → automate → produce more → expand → encounter a new bottleneck → redesign. This is partly a positive feedback loop (successful automation generates resources that allow the player to build more automation)  but growth creates additional complexity, so expansion also continuously produces new design problems. Factorio could easily overwhelm a new player because even a modest factory involves many interacting systems. Instead, the tutorial creates a skill chain. First you must move to get to the resource, then you must be able to mine the resource, and then you can combine multiple resources to create novel objects.

For my own system games, this is an important design lesson. A complex system does not necessarily need a complex tutorial. It needs a sequence that lets players construct increasingly sophisticated mental models. Rather than explaining the whole system, the game can give players something small to manipulate, provide clear feedback, and then let the next problem reveal why another system matters.

Factorio also connects to Bogost’s concept of procedural rhetoric, or the idea that games can express claims through processes and rules rather than only through text or images. Players explore a game’s “possibility space” and, in doing so, encounter assumptions about how systems work. The most obvious values embedded in Factorio are efficiency, productivity, automation, growth, optimization, technological progress, and mastery. Manual labor is something to escape. If I am repeatedly mining ore myself, the system strongly suggests that I should design a machine to do it instead. There is some irony in a game that one could argue is provides fun through abnegation, telling you that your abnegation should be efficient. 

However, Factorio does not simply endorse endless industrial expansion. There is also tension in its model. The player’s extraction and industrial development take place in an inhabited environment, and the factory eventually has to be defended against creatures that respond negatively to the expanding industrial presence. The system can therefore prompt questions about what gets labeled “progress,” whose environment is being transformed, and what consequences are treated as acceptable costs of expansion. The game introduces weapons without an explicit discussion about their necessity but their inclusion as a resource to be managed provides multiple opportunities to consider their significance.

The feature I most want to borrow from Factorio is its ability to make relationships visible. Players do not merely receive a score saying that their system is efficient; they can watch materials pile up on one belt, starve another machine, or suddenly flow successfully after a redesign. Feedback is embedded directly in the state of the world.

The feature I want to be most critical of is closely related to this strength. Because optimization is so satisfying, it can become easy to accept the values embedded in the system without questioning them. Efficiency and expansion quickly become self-justifying goals. For my serious system game, I would want to be more deliberate about creating opportunities for players to recognize what the system rewards, and what it ignores.

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