this post was submitted on 11 Jan 2026
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I am genuinely convinced that the difference between female autism and male autism just literally is the difference between Stardew Valley and Factorio/Satisfactory.
Social vs operational silliness.
So, to combine both:
Make The Sims, but they are taught to be industrial engineers, who build factories instead of homes.
You can only partially direct their social and personal actions, you can't do the builder aspect of The Sims now, you have to teach them how to do it.
And your Sims have to both hit production quotas, and also not all kill each other.
Or, make Factorio, but what you're building is personality templates, who you then put into some kind of dollhouse type environment, and keep testing, untill you manufacture androids that produce the... sitcoms?... that you desire.
That kinda sounds like Rimworld
Okay, but trying to guide a braindead little sim automaton through basically playing factorio would be incredible. "Oh my God, why are you running the blue circuit belt through there? Stop it! No! STOP CRYING DIANE, YOU CHOSE TO SKIP EATING AND USE A SUSHI BELT. Stop eating off the floor, there's coal everywhere".
... Some time back I put forward the idea of just making a game that is like, half splinter cell/mgs stealth combat, and half dating sim.
Basically, you have to guide the neediest, clumsiest, insecure, easily distracted, most frustrating npc through what is ostensibly a combat game... but the game just actually is an escort quest, with extra steps.
I put it forward as a joke, and a surprising number of people said they'd play it.
Apparently, fun, ... is just a kind of frustration, that I guess... seems solvable.
That fits. I think games where you need to care for a dumb little creature hit a couple buttons in our psychology. You want to make it do the right thing because you want to succeed at the game and get that reward of "it did good". It's struggling, which means you're paying attention to it, and it's doing so with enough charm that you're not just entirely indifferent. Most importantly, it needs to succeed often enough to make sure you know it can, and slowly get better so you have the long term satisfaction of having improved it. Extra bonus points if you can give a bit of wish fulfillment fantasy. "My sim who regularly eats old fish out of the trash is somehow a self employed artist who lives in a great house I got distracted and built to my dream specification. I would totally play pool until I wet myself and fell asleep crying on the floor."
I think there's actually a lot of truth to fun being related to frustration. If something is too easy you don't get the dopamine hit, because why would your brain reward you for learning something trivial? If it's too hard the path to most joy is giving up. At the sweet spot it's obviously possible, but you struggle enough that you get a dash of dopamine for succeeding. The trick is keeping the struggle varied or infrequent enough that you're brain doesn't declare it a source of diminishing returns.
Shitty mobile games are the king of it, since they have a standard/easy ramp that quickly moves to just above most people's threshold with the "out" of a loot box that has a chance to give you a bonus labeled as just a small boost. And they're normally $10/10, but the 50 packs is $15 for the moment, and since you're new you get $10 off....
Not-those types of games tend to just try for "balanced difficulty scaling".