And how would a launcher identify you've actually purchased the game? You still need a central source for that. Hypothetically I guess there could be an activitypub like protocol that all storefronts could use to sync purchases, but that opens up a whole other can of worms, such as account linking, purchase duplications, refunds. The main questions with this hypothetical are
- Why would stores implement this when they don't really benefit from it?
- Why would the users want it when it means creating more accounts and linking them? Why not just stick to one platform that best covers your needs? I guess there would be the "what if Valve turns bad?" argument, but company turning bad is at best a once in a decade situation. If that's the only reason then the feature won't be used 99.99% of the time.
- There's also a question of who pays for the data? Games are huge and the cost of keeping storing them is factored into the price of the game. However, if you buy from store A and download in store B how is store B supposed to stay afloat when they only eat the cost of storing the game.
As for going completely launcherless, how do you solve updating the game? Steam was originally made to solve the patching problem, because each patch would effectively shut the entire game community down while everyone waited for everyone else to patch their game.
I don't mean less casual in that sense. I actually had 3 main points in mind that make satisfactory more casual.
First are the aliens. The evolution and pollution doesn't stop which means in a way you are fighting against time. If you don't keep up with it the aliens will attack and destroy your base. I know they can be turned off but the game is designed with their attacks in mind and you're skipping entire production lines if you turn them off.
The second reason is factory building. I think the extra dimension in Satisfactory makes factory building much easier. If you run out of space horizontally, build up. In Factorio you better plan out how big your factory is going to be because if you run out of space you're probably going to start spaghettifying your factory or you need to start tearing down parts of your factory to make more space. In my current satisfactory factory I just built a whole new level ontop of my old factory because I couldn't be bothered to clean it up.
And the last point goes together with the previous point. You have so many things you need to produce. The entire belt production thing for example. If you want express belts you need to build the fast belts which needs the basic belts. If you want express splitters you're going to have to build the fast splitter, which needs the basic splitter which requires basic belts. Meanwhile in Satisfactory if you want a faster belt you just need the new material for the belt. Factorio production pipelines are like a deep well while Satisfactory production lines are more like a wide puddle (that only towards the very end can go deep, like ficsonium fuel rods). Satisfactory has overall a wider variety of things to produce (if we exclude the tiered items in Factorio), but they're much less dependent on each other. For example if your industrial beam production isn't at peak performance that not going to stop you from getting the higher tier belts because they need aluminum which are built from a completely different raw material. Solve aluminum production and you get new belts. Compare that to Factorio where, lets say you want to start using express belts but you've been kinda winging your belt production. Well first you need to fix your fast belt production, which then means you need to fix your basic belt production which means you need to fix your iron production which means you have to scale up your iron mining.
The factory can grow over your head but Satisfactory still has easier production pipelines, easier factory planning and you can take however long you want to figure out how to build your factory. To me all of those things indicate that Satisfactory is a more casual experience.