This winter break I spent an embarrassing amount of time on Satisfactory on Steam, which is essentially a nicer (and probably easier) modern refresh of Factorio. While I played, I came to similar conclusions to the article. Building factories in this game is very very similar conceptually to building software. I ran into exactly the same problems that I ran while I build software like: - If I don't plan ahead enough…
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 kl…
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).