AUTOMATIC FOR THE PEOPLE
Edge|April 2022
Exploring the rise of the factory sim genre – and what it says about automation in our own lives
Edwin Evans-ThirlwEll
AUTOMATIC FOR THE PEOPLE

At first, it’s a single drill, rumbling away cheerfully in an alien world of sunny hills and wildflowers. Then, your first conveyor belt, carrying ore from mines to the smelter. The factory grows up around you slowly and unobtrusively: it’s easy to lose sight of the whole while you’re busy untangling bottlenecks and reorganising your production lines in order to create more advanced components. But after a while, you think to look up and around rather than down from your observation tower, and realise that, at some point, the factory has become everything you can see.

So go the opening hours of Satisfactory, one of the most successful members of an intricate species of management game that has quietly shot to popularity over the past few years. Ranging in scale from molecular reactors to extractors bigger than stars, factory sims are hypnotic celebrations of automation, allowing a single player to build up an industrial empire that can ultimately be left to operate itself. But it’s once again worth looking up, from the mesmerising loop and around yourself, and considering these games’ complicated relationship both with the social and environmental impacts of their real-life equivalents, and with videogames’ own tendency towards optimisation.

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Esta historia es de la edición April 2022 de Edge.

Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.