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Thursday, November 10, 2022 11:24:38 AM

Satisfactory Review (Keeg)

Satisfactory creates the same feedback loop in it's players the players create in the world. Resources are gathered, a mini-factory is made to process said resources and it's extremely satisfying, then there's a new recipe or resource or tier unlocked and either everything needs to be destroyed to re-incorporate or a new factory needs to be set up. The same cycles the player is creating is being replicated in their brain as a dopamine feedback loop. The highs, the lows, the readjustments.
Running at maximum efficiency requires a lot of math but it super satisfying when done right. I think it's a shame to see player builds that suppress the natural environment with mega factories. The world is so pretty and unique that crushing in under industrialization just feels wrong.
Things I would like to see in future updates:
- An option to increase difficulty and prevent structurally impossible builds. Valheim has a great, though frustrating, building physics that force players to build solid structures. Support beams become more important and it creates the same frustrating but satisfying dopamine feedback loop this game specializes in.
- Why can I not spend 5,000 copper wire to make a tesla coil? Generates xKW in 1,000 square feet. Powers buildings without cables but if more buildings are built inside that it can't power it shuts down. I want a clean build without cable management.
- Farming. Why can I pet a lizard dog but not adopt it? I want a pet-feeding station. I want to be able to gather resources for animals. The Mantas, birds, and big walking guys are present in the world but don't share it with me. I want to interact.
- - More animals. The boars / spiders / spitters are nifty enemies that have unique problems, including the very silly jetpack-hog, but I feel like there's a certain level of repetition. Also would be cool to have aquatic life.
- - Also decorative potted plants in the Awesome shop.
- I am a pioneer in a new world. But there are crash sites everywhere? I would love to see ruins. Recipes that can only be discovered from finding old build sites of lost pioneers. Unnatural places that I can incorporate, destroy, or preserve. The natural world is gorgeous but as I'm colonizing I'd like to see remains of former failed colonist. Not just lifeless crash sites.
- I feel like the game puts a positive pressure on suppressing nature and building unlimited coal power plants. I don't necessarily think there should be strong environmentalist message but it would be awesome to see unintended consequences like water becoming dirty near pipelines or haze developing near coal power plants. My actions should have consequence outside of just clean buildings and pretty paint. If I flush an oil pipeline that fulls where does it go? Not even as a permanent effect in the world just while the power plant is running.
- Stats. I would love to look up how many hogs I've killed or iron bars I've produced. Just a counter that tracks all production.
- Similarly, Achievements. This game has so much to discover and make and adding a handful of achievements (defeat each alpha enemy / unlock all tiers / produce 1M ingots, die after jumping on a launch pad) would add another level of completionary satisfaction to the game. Let me clear it not just make a megafactory that eats the world.
Satisfactory is a really great base building game and it lets players scratch an obsessive tick to control and streamline production. The placement and features around Spheres are great, the functionality of radar towers or core processes are top tier. The game is well made but it feels like an early sand box. Building a mega-city and destroying the world you're the sole inhabitant of in an endless quest of industrialization is sad life to live. My pioneer has mastered nuclear power but still doesn't have a purpose to live. I have destroyed the world I live with coal and oil extraction and for what? some iron bars and screws?