Tag Archives: automation

Toward a Sustainable Resource Escalation Game

An emerging form of games, born out of Minecraft and Dwarf Fortress, has occupied my thoughts lately. It doesn’t seem to have a name yet; it grew out of some Minecraft mods and had its seminal work in Factorio. It’s a cousin, or even sibling, to the idle/incremental game, but usually looks more like a management or survival sandbox game. You could call it a resource management and automation game, or a factory simulator, but I’ll use the term “resource escalation game,” because its primary features are:

  • resources to collect, usually from a world you must explore
  • crafting of resources into more complex or rich forms
  • structures for automation of the crafting, allowing you to take a higher-level conceptual view where you are concerned with the logistics of automation rather than foraging
  • and an escalation created by those resources, where your initial low-level needs become inconsequential and the pace of progression is governed primarily by what complexity of resources you have instead of a more abstract research system1
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  1. Factorio gates a lot of things behind research, but research is driven by manufactured resources, not the more typical research-over-time approach seen in strategy games.

Overcomplexity in Nom Nom Galaxy

Heart from the tutorial to Nom Nom GalaxyPixelJunk‘s Nom Nom Galaxy is a hard game. It’s a well-crafted resource-gathering and automation game in the vein of Terraria or Minecraft, but with a focus on factory production and automation. It’s hard because it’s far too complicated.

One of the classic problems of game design is the dominant strategy. A dominant strategy occurs when one way to play the game is so much better that it becomes the only option a player should pursue. The simple solution to a dominant strategy is to add a complicating factor that acts as a tradeoff, weakening the strategy and leading to interesting player decisions.

Nom Nom Galaxy, however, goes through this cycle a few too many times. Dominant strategies are complicated by challenges that can be overcome with strategies that are further complicated by new challenges. The end result is a frantic, frustrating time that keeps me from experiencing the joy of mastery.
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Automating Minecraft

In my patron-sponsored post on Minecraft I talked about the philosophy of Minecraft mods and play in general, but I didn’t go much into the actual rules or design of the factory and automation play in those mods.

I’ve abandoned the “FTB Resurrection” modpack in favor of “FTB Infinity” (GregTech is just too vague and cruel). This has actually let me get into some limited automation, which has been interesting.

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