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One of the big frustrations for me in other games are the very tight limits they put on you (space, available resources, money...).
In this one you can continue to expand and still have a functionning factory.
You can continue to research faster and faster, send rockets up more often and such.
You can also do it because you want to admire a sprawling factory, with busy belts, inserters, robots and trains.
Building everything freely step by step and launch one rocket is easy. Planning a megabase is a completely different approach to the game.
And most of all: Even if it seems hard to build a megabase, after you understand that everything comes down to a few easy concepts (mostly the same for every factory simulation), you understand the true beauty of those games.
Well it's the same reason we like to have big numbers when playing RPGs, or big cities when playing city builders.
Play long enough and you'll start to realize that's not so much a statement of a wish or desire, as it is an unavoidable absolutism. There's a reason this game is called crack for engineers.
At some point, you just can't help yourself any more. It just has to get ...
https://www.youtube.com/watch?v=-TtA0chzLac
What that showed me was that there was still another aspect to the game play that I wouldn't have thought about, if I had just been content with rocket launch as the end-goal.
In a similar way, I think there is still other parts and aspects of the game that would be needed/required to learn, to get to the mega-base level. In short, it means that there are still some hidden parts of the game that some players want to learn and understand and have under their belt. For them, they can keep going.
On the other hand, if a player is content with just some part of the game and be content to move on or even go to another game and repeat similar things again, then that's what they would get out of the game also, and be content about it.
The factory must grow to support the growing factory.
What motivates me personally to build on a large scale is necessity. End game "stuff" like rocket parts and space science have a very low return on investment, requiring large-scale supporting infrastructure to run them at a decent pace. Every time that end-of-the-line production is increased, it requires an increase of the majority of preceding infrastructure - either in terms of optimisation or just building more stuffs.