Factory Fun: Blitz
In brief, Factory Fun is a game where you pick up a piece of factory equipment each turn, and construct a network of pipes to connect its in-ports to the right materials, and its output into giant waste bins, or into other machines. Points are awarded for machines, reusing materials, and minimizing building costs. It’s Pipe Dream the game, and it’s brilliant. And long. And a brain-burner. Every time I’ve played I’ve wanted to jump in and play again immediately, but didn’t have the time or mental fortitude to subject myself to the end-game again.
I see a way to scrape 5 points more out of this.
Also after every game, Josh (who is, like, super good at this game, you guys) says he likes to rearrange his board at the end to see what the most efficient setup could be. Or rather, he’ll do that to other boards, as his is usually pretty tightly designed. But aside from some minor tweaks we never really do it.
I have argued from time to time that we never mess with our games enough. It is true that we buy a game to play that game, with its rules, its pieces, its play-tested, balanced, and refined expression of the writer’s vision to provide a fun, specific experience. Plus, changing a game takes work. But in doing so we miss a great opportunity, the ability to muck around with the rules, to file the edges, re-wire the engine, strip and polish the cogs, and give the game a fresh perspective. We get to enact that most marvelous of play types, tinkering. We get to re-engage our imagination, fiddle with the box and bits like so many Lego promising infinite potential, and play a game we like! And if we fail, it’s only a game, right?
So it is with that in mind that I considered a little tweak to Factory Fun I simply call Blitz rules. You take 5 machines, flip them, start a timer, and construct your factory from whole cloth, attempting to build the highest scoring factory in the least amount of time. Then, do it again. Adjust machine numbers for difficulty, and use the clock as a score modifier. You’d get all the madcap excitement and interesting gaming bits of Factory Fun in a fraction of the time (our average hovered around 2 minutes a round). So how does it stack up?
One thing became readily apparent in a couple iterations; Josh is way better at this game than I am. I was hoping to get a small set of data points that would point us in the right direction for fair tweaking. Specifically, how much is a minute worth, really? Ideally a sloppy but faster built factory would be worth close to the same as a better built factory that took longer. The problem with determining this was that Josh builds factories that are routinely cheaper, better, and quicker than mine. Which is fine, really. We aren’t seeking to make the game more balanced. Or to drastically change the game, which is fun regardless.
This new mode is fun too, at least I’m getting a kick out of it. Despite getting beat by Josh in every round I’m enjoying seeing how quickly I can put something together. After 3 rounds we speculate on a few things:
- Pieces with high output are now way better than high point/low output machines. With the luxury of having multiple machines to work with you can drive toward the bonuses quicker. In the original game they’re good, but usually more difficult to implement. Here it’s easier, and creates swingy scores depending on your draw.
- On that note, drawing multiple “end machines” (ones with a black output at the end, usually simple machines with good points) makes for low scoring but quick rounds.
- 5 Machines works as a starting point; enough to provide a decent amount of confinement in your factory and force interesting choices, but small enough to keep a round to ~2 minutes. Any fewer would take out most of the challenge of placing and make good machine pairing too random. More would probably work.
- The times were very close together. If time is used as a sort of point modifier, it would need to be measured in seconds, which is very confining. In one round I took a large amount of time moving my whole configuration around the factory to find the space. It sparked the idea that there should be a point where simply stamping a crappy, inefficient factory should be preferable to taking twice as long to shave off a few points of building.
- Physically placing pieces takes time. It occurred to me that it would be easier, and I think way more fun, if we had dry-erase mats to draw the piping on.
- For purposes of fun I think we succeeded. For purposes of balancing this wackadoo variant we need more play-testing.
That last one was important to me. It made me appreciate how much time and effort it takes to make a game click together, all the mechanics coming together to make the experience line up with the theme and purpose of the game. I like Factory Fun, but I think turns can take too long when people hem and haw for minutes about the piece they just picked up. At the same time, I see exactly why it is designed the way it is. Adding one machine at a time gives you a new puzzle each turn. And each turn is untimed for a reason; the game is testing your spatial orientation and how you process multiple pathways, but not how fast you can do it. You could play a variant where you pick up a fresh machine each time you finish placing the previous one, but it would be a headache, and take away that rush the start of each round where people scramble to choose the right machine for them, laugh at your friends swearing at you for taking their ideal green/orange processor, only to realize you done f***ed up good, son, that piece of junk ain’t fittin’ nowhere good.
Everything in the original game is there for a reason, and the act of tinkering with it made me appreciate that more.
The new rule set is definitely quicker, at least round-by-round. It’s also, in my opinion, more accessible in terms of time; you can play a few rounds or a whole bunch, modifying the rules as you go. As long as each round uses the same rules for everyone it should maintain an internal balance. Ooh, would that work, allowing a “start” player to change the rules each round?
The clock is a good addition. Even without knowing how points should be awarded/penalized based on time taken, having a speed element is a good pairing to having all your machines at once, which makes construction much easier.
Player interaction in the base game is low, but still allows for people to peek over at other players’ machines and discuss good moves (depending on who you are, this can be a blessing or a curse). In Blitz there was less of that, as there’s little one can do to improve on a machine being built in one turn. Maybe more machines a turn, more players, or a heavier emphasis on quickly building.
We had time for one more tweak Josh suggested, where we start with 5 but have 5 machines in the center you could add if you were feeling bold, with the stipulation that you could take no more than 3. I had a hard enough time with the pieces I had, while Josh was able to snag 2 great machines for his set. More machines is a good idea, and drawing them from a pool re-introduces that nice frantic bit the original game has, but without trying it more I couldn’t say how I liked at; as it was it served as another way for Josh to rack the points up on me.
Conclusion: Will We Play Again?
At that point Mark came in, and it was time to put the experiment away. I do hope we get a chance to play around with it again. I think it has a lot of potential as a viable alternate rule set, and even if it doesn’t, the mere act of tinkering with a game we love to see if we can make it better, or at least good in a different way, is a worthwhile experience. It is, after all, a game about tinkering with the pieces of a whole to make it better.