I asked Satisfactory's game director why the fluid train car sucks
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Satisfactory is often referenced as a shining example of good game design, but that doesn't mean that some players aren't upset by some features. Could blueprint designers be bigger? Could fluid train cars hold more? Could the game take less time to beat? I asked Satisfactory's Game Director Emmet Burke why the developers made these choices, and I'll try to convince you that the current balancing decisions are pretty good.
Watch the full interview with Emmet here: https://youtu.be/jEFzTO4fpWc
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