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[–] 66 points 6 months ago* (4 children)

Going into it cold without knowing the tropes of the genre and the visual design language would be a massive disadvantage. Gamers in the 80s would have a set of expectations and strategies that we wouldn't lean on today. Giving someone from 1985 Factorio might lead to some similar confusion until they got the hang of it.

Similar to giving an English reader some Chaucer.

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  • [–] 24 points 6 months ago (3 children)

    Factorio spends a lot of time optimizing the first 30 minutes of game play for this exact reason. Check out these blogs on it:

    https://factorio.com/blog/post/fff-241 https://www.factorio.com/blog/post/fff-327

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  • [–] 9 points 6 months ago (2 children)

    True, maybe a bad example. Although there are a few conventionts it might not bother to explain, like WASD for directional input, or scroll wheels, or whatever.

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  • [–] 14 points 6 months ago (1 child)

    I think Factorio perfectly proves your point.

    The Devs spent a lot of time making sure you understand the game in the first 30 minutes. 80’s Devs didn’t do that and it shows in how hard the learning curve of the game is.

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  • [–] 4 points 6 months ago

    It goes even farther than that: games in the 80s didn't even necessarily have consistent designs that could be trained in the first 30 minutes. Especially the adventure games. They were also perfectly willing to let you lose the game in act 1 but not tell you about it until act 3, where the way they do "tell you" is you don't have any possible solution for a problem.

    Like if you don't get that delicious pie plus another food source early on, you'll either die of starvation or the yeti will eat you later in the game.

    But if you know what to do, the game becomes trivial.

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