So! Big Pharma is a... I'll call it a process management simulator? The player is ostensibly the CEO of a brand-new pharmaceutical company, tasked with one of a few dozen challenging scenarios to overcome. Early challenges are simple, like "raise a certain amount of revenue", and later challenges are more complex.
Simple! However. Each effect has a range in which it takes effect, so you don't always get the 100%-effective concentration, and there are times when the negative side effects will overlap with your beneficial effect, so you may need to go through some extra processing to eliminate or mitigate those side effects. But that cuts into your profits, which impacts how many drugs you can import and how many machines you can buy to process them.
It seems, sometimes, like the game is trying to make a statement about the pharmaceutical industry: "they don't want to release good drugs, they just want to make money!" But that's an easy idea, and a tired idea, and not an idea that especially needs a game made to express. Ultimately, I don't think that's what they're going for. I think the "pharmaceuticals" angle is just providing context for the real hook, which is this bizarre spatial expression of a very specific programming language. More or less.
To illustrate that point, let's take a look at a brand-new game.
We start with a brand-new factory floor. In the lower right there, you can see two "ports"; these can serve either as an entry point for imported ingredients, or an exit point for the completed drugs. One of these is going to represent our "input", and the other the "output" of our spatial program.
We'll take these Sticky Fervillei Secretions (which, if you play Big Pharma, take a minute to enjoy the weird ingredient names; they're fantastic) and a) remove this nasty Constipaton effect, then get it back into an effective concentration for preventing Gout. Hovering over the Constipation effect reveals that it goes away if the concentration is between 13 and 17, and we pass it through an evaporator. Since it's sitting at 11 when it comes into the factory, we'll need to bump that concentration up by 2 to get in range, then run it through an Evaporator to trigger the removal.
Evaporators are the machine that increase concentration, so really we just need to lay three of these down somewhere in the factory. Aside from being locked to 90-degree angles, you can do this in any way you want. For now I'm just sending everything up along one wall. (There are certainly more compact arrangements, but I want to keep as much space open as possible for the rest of the process!)
The "Prevents Gout" effect kicks in at 5-9. By the time it gets out of the Evaporators, it'll be at a 14, which means I need to cram five Dissolvers (the "knock Concentration down by 1" machine) into this factory somehow.
So that's... wow. This is definitely not the best way I could be doing this. There's about a mile of belt slinging all over the place, and a whole machine's worth of empty space in there, but! Look! Gout prevention active, with no side effects whatsoever. A beautiful, beautiful drug. The very last step is to get this packaged as some kind of medicine. Since it's the very beginning, we've only got Pill Printers, but these already introduce a level of complexity.
Up to now, all the machines have had a Process Time of 1, meaning that every time a product moves into them, they're processing and spitting it out in one tick of the game's clock. The Pill Printer has a Process Time of 2. If we were to pipe our drug straight through a Pill Printer to the output port, we'd effectively bottleneck the entire procedure at 50% efficiency, while everything waits for the slow Pill Printer to get drugs out the door. No bueno.
Luckily, the solution is easy. Just use two Pill Printers! The manufacturing belts can be split, so I just split the belt out to two Pill Printers, then rejoin the two into one output belt to take the finished drug over to the port.
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Easy! |
Of course, this drug could be much better--leaving aside the obvious waste of space, it doesn't even make money. Other machines you unlock later would address both issues, and eliminate the need to remove that side effect, and that's where the gameplay comes from. You can hire scientists to unlock technologies for you over time, and explorers to go into the wilderness and bring back new ingredients with new effects so you don't flood the market with different flavors of arthritis medicine or what have you.
The only thing this game doesn't have that I really, really feel is "missing" is some kind of Sandbox mode. Most of the fun I have is in exploring just what I can get done on the factory floor, without any regard at all to how much the machines cost or whether or not I'm making money. It's to the point now that I'll set up one building in my facility for "generating profit" and "achieving the challenge's goals" as aggressively as possible, just so I can afford all the scientists and explorers and reserve capital I need to devote the entire rest of the factory to fucking around.
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It can get pretty intense. |
I don't have any complaints! I spent $20 over at http://www.bigpharmagame.com/ to play this for myself, which saves $5 off the full release price and gives me access to the game now now now. When the game is released on Steam, I'll have a full-version Steam key waiting for me.
Aw fuck, I totally forgot to talk about how the save files are structured. Next time???
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