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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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Infinifactory is one of the funniest games
I've played this year. Which is pretty impressive,
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considering that the fact that it's not really a comedy game.
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To get the joke, you need to know how the
game works. In each level, you must fabricate
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some complicated structure - like this 5-piece
cross thing - by building a production line
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that transports and manipulates blocks that
plop out of a hole in the wall.
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You build your machine with chunky cubic blocks
like conveyor belts, pushers, optical sensors,
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rotators, and welders.
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After spending an hour carefully building
a machine to forge that 5-piece cross,
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I finally got it to work...
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But, Infinifactory wants you to
make ten perfect copies of the structure,
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to prove that your machine is actually a functioning
production line.
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So, I let the machine run a few more times,
confident that it would spit out nine more
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perfect crosses, and then this happened...
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The sheer absurdity of it. The insane comic
timing. The slack-jawed disbelief of how stupidly
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crap my monstrously complicated machine was.
It had me doubled over in stitches, laughing
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at it. It was either that, or cry.
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The opportunity for impromptu comedy is not
the only thing that sets the games of Zach
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Barth apart from other puzzlers.
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In fact, they feel so fundamentally different,
that to put a game like Infinifactory in the
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same "puzzle" genre as games such as The Talos
Principle and Snakebird might be doing it
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a great disservice.
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Because when you play Portal, you're trying
to discover the solution to the puzzle.
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Whereas in Infinifactory, you are literally
inventing a solution. And the use of "the
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and "a" in that sentence is important because
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typical puzzle games have just one answer.
Maybe there's a couple alternative solutions,
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or you could tweak the main answer slightly,
or there's a solution that the developer never
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intended. But in Infinifactory, the possible
solutions are... Infinite. Well, sort of.
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There's a lot of them, at least.
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Which is shown very clearly in these end-of-level
histograms, that show you how efficient your
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solution is compared to every other player
on Steam - in both your use of time and space.
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That also sets Barth's games apart from other
puzzlers - it's practically pointless to play
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the same puzzle twice in The Swapper
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but it's genuinely enjoyable to return to
a completed Infinifactory puzzle and try to
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make your solution more productive.
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So maybe we should stop saying these games
are about solving puzzles, and say they're
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actually about solving problems. These are
games where you have a goal, some materials,
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a limited work space, and some tools. Your
job is to reach that goal - in any way you
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can.
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That is why these games feel less like unravelling
contrived riddles, and more like solving real-world
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problems - like making production lines in
Infinifactory, plotting efficient train lines
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in Mini Metro, making spaceships in Kerbal
Space Program,
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or writing code in Spacechem.
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Yeah, Spacechem has actually got way more to
do with coding than chemistry - right down
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to the logic gates and subroutines and debugging.
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And that's cool, for two reasons. One: programming
is basically the best puzzle game in the world,
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because it's truly open-ended and it's wonderfully
satisfying to dream up, jot down, iterate
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upon, and execute some totally unique solution
to the overwhelmingly complex problem at hand.
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And two: it means the game, and those like
it, can be truly educational, without being
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"educational games". SpaceChem was actually
used in a few schools in the UK, according to the
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trade association, TIGA.
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Similarly, Minecraft's redstone - a mineral
that lets player wire up mechanised contraptions
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- is introducing tonnes of players to simple
coding. Or, not so simple. Minecrafters have
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used redstone to make a calculator, a GPU
that can draw shapes, and an 8-track sequencer
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that can belt out Pachelbel's Canon in D.
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By the way, Zach Barth also made the blocky,
competitive mining game Infiniminer that would
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directly influence Minecraft so he probably
dies a little inside every time you say that
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Infinifactory controls like Minecraft. Just
a heads up.
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His other games, if you want to search them
out, are also notable problem-solvers.
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That includes games like The Codex of Alchemical
Engineering, which is about programming commands
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into rotating arms to transfer imaginary minerals.
Bureau of Steam Engineering, which is about
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connecting up boilers to steam-powered weapons
on a robot. And KOHCTPYKTOP: Engineer of the
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People, which is an almost impenetrable game
about designing integrated circuits to meet
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specifications.
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And in the new game from his studio Zachtronics,
which is called TIS-100, you literally write
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simple assembly code into these blocks to
manipulate data. You're even encouraged to
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print out a PDF reference manual with all
the commands and instructions that you need.
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This seems to be part of a trend of programmers
making games about programming. In 2DBoy's
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next game, Human Resource Machine, you write
commands for office workers so they can automatically
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complete jobs. And in Quadrilateral Cowboy,
by Blendo Games, you write commands into a
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DOS-like interface to shut off alarms and
unlock doors so you can break into highly
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secure buildings.
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The point is that if you play any of these
games, you'll clearly see that by taking inspiration
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from real-world problems, like programming
or engineering games like Spacechem and World
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of Goo can actually be more fun than those
built from arbitrary puzzles.
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You get the satisfaction of making something
work (and the comedy of making something that
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doesn't). The same problems can be played multiple times as you try to make a more efficient solution
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And it might be easier to make the levels
themselves. In a postmortem on Spacechem,
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Barth revealed that his puzzle creation process
was essentially to throw together interesting
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inputs and outputs, make sure the puzzle can
be solved, and then reorder all the levels
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based on difficulty.
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Don't take this as me saying that I want to
bin traditional puzzle games.
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The Witness, for example, is one of my most anticipated
games at the moments. Take it more as a friendly
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reminder that this is still a small, burgeoning
group of games and there are still loads of
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real-world problems to take inspiration from
in your new, open-ended, problem solving game.
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Thanks for watching! Let me know your favourite
problem-solving puzzler in the comments. Also,
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please like the episode, consider kicking
in a few bucks a show on Patreon, and if you
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want to know the second a new episode is out,
subscribe to the channel on YouTube.