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points by rcxdude 2 days ago | 0 comments
Factorio was a pretty good early access success story as well. They were developing for a long time before full release and had lots of time to polish it. I think it helped that it was the kind of game that the devs could keep playing a lot without getting tired of it, and so they had a lot of opportunity to iterate on the design as they went. I think it's also the kind of game where good quality code has a lot of benefits for the game itself, given the scale of what they want players to be able to build and the need for reliable simulation for multiplayer. They also had a good principle of developing the core game design as a 'mod' itself, which made the modding interface pretty powerful.
[–] bombcar 2 days ago
Every one of my examples was also extremely lucky to hit pay dirt at just the right time (3D dwarf fortress mining simulator had a number of contemporaries that could have just as easily been "the big one"; the idea of "Harvest Moon for PC" was clearly long overdue but hadn't caught on; and Factorio hit the perfect polish (heh) needed to really capture that group (similar games existed and still exist)).

None of them can you build a successful business strategy around, really, because the vast majority of games like that do NOT succeed.

[–] rcxdude 2 days ago
For sure, this is the nature of the indie video game market. I would say factorio was a lot more unique (though not totally) at the time: The closest gameplay that really existed was the minecraft modpacks that inspired factorio but these were a little limited in exposure by their nature of being mods. The explosion in automation games as a genre was largely as a result of factorio's success.