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by SilasX
1910 days ago
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Disclaimer: I've only played the Factorio demo. If that's the analogy, then I don't think it captures the core difficulty of software, which is unknown unknowns. That is, you write something that depends on an external system working a certain way, you follow its spec and depend on it working that way, and then it just ... doesn't, and you have to find exactly where it deviates, possibly making up some complicated kludge. To capture that, there would have to be e.g. some hidden logic about which direction the output comes out that you have to deal with and work around until you understand it. |
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A lot of the process of learning the game is basically learning patterns to reduce this. At the higher level of megabase design it's basically about designing a modular system so you can scale things out as efficiently as possible (and there's lots of possible variations of this).