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Factorio instead of a thousand interviews: a team session and a team decision
Status: draft for review (KDGIO) · position / hiring practice
Tone: teams, recruiting, coordination · no “design Twitter”
An interview where someone draws boxes for two hours and talks about the garbage collector says little about how they will work next to you. A team is not a roster of solo heroes. It is the ability to see neighbors’ strengths and weaknesses and arrange work so that one person’s strengths cover another’s gaps.
There is a format that tests exactly that — without a thousand dull questions. It does not have to be Factorio, but Factorio fits surprisingly well.
What hiring actually needs
At work you rarely need “the best algorithmist in a vacuum.” You need people who:
- spot bottlenecks before everything stops;
- hand off a slice of work without ego;
- re-plan after conflict instead of revenge-refactoring;
- hold a sector, not a “pretty corner” while the factory starves.
The usual pipeline measures reconstruction of the past and solo performance under anxiety. A shared mission under time pressure measures coordination under shared mutable state — closer to production, and more honest.
Factorio as a probe (not a “gamer interview”)
Factorio is not a test of memorized recipes. It is a real-time behavioral interview:
| Visible in one–two days | Invisible on a whiteboard |
|---|---|
| Coordination when a line breaks | A beautiful REST API sketch |
| Taking vs. micromanaging someone else’s zone | A brilliant “design Twitter” |
| Escalating “there is a gap, need a human” | A story about conflict resolution three years ago |
| Thinking about team throughput | Thinking about perfect belt layout |
Day 1 you can still play “I’m smart.” Day 2 exposes the map: who is logistics, power, research, firefighter reserve.
A military metaphor (not decoration)
A Factorio team resembles sector defense with shared resources:
- Field of fire — where someone is genuinely strong.
- Overlapping coverage — their skill closes a neighbor’s gap.
- Blind spots — a bottleneck nobody owned because “not my job.”
- Mobile reserve — not buried in one line; can jump where it burns.
- Radio — explicit coordination: “I take oil, don’t touch it.”
A strong team is not “five fullstack heroes” but complementarity + handoff protocol. A solo genius without coordination hits science-pack starvation before showing genius.
The main point: not “playing under observation”
Bad version: HR and a lead watch through glass; one person decides for everyone.
Good version:
- one–two days on a shared mission (Factorio or equivalent)
- full-team retro (+ candidate in the room)
- “So, folks — what do you think? Hire / pass / one more day?”
- decision = team consensus, not a single lead’s verdict
Observation is unnecessary — the signal is already inside the team. Who talked to whom, who jumped to a fire, who offered a handoff, who stayed silent in a blind zone — every participant saw it.
The candidate at the retro is a strong move. They hear not “we’ll call you back” but specifics: “we lacked X,” “you nailed Y,” “on the oil line you did Z — we’re ok / not ok with that.” Respect and clarity together.
Four birds, one format
- Dull interviews — drop the theater of “prove intelligence in a vacuum.” Skills show in action.
- Team fit — not “do we drink beer together” but feedback, ownership, complementarity, behavior under breakage.
- Skills fit — logistics / power / firefighter roles appear without resume keywords.
- Motivated reject/accept — a team that itself said “want / don’t want” is already co-invested. A reject with named reasons at retro beats HR lottery.
Guardrails (so it doesn’t become “hire only our friends”)
- Criteria before play — not “liked them,” but 3–4 axes: coordination, ownership, feedback, adaptability. Retro against those.
- Different roles in the session — scout, logistics lead, firefighter — so you’re not filtering “non–Factorio players” but behavior in a role.
- Minority voice — one “against” is not an automatic veto, but requires a stated reason at retro. Otherwise groupthink.
- Optional track — for people uncomfortable with RTS, the same principle (shared mission + retro + team decision) on another format. Not a gate for everyone.
What this is not
- Not a replacement for all stages (legal, compliance, deep domain stay).
- Not “hire only Factorio obsessives.”
- Not a guarantee: one weekend does not replace months of work together — but it beats a fifth system-design round on a board.
In one paragraph
A team is a map without blind spots, overlapping sectors, and a reserve that arrives on time. Factorio (or any shared mission with mutable state) shows that map faster than “tell me about the GC.” A team decision at retro with the candidate present makes accept and reject motivated — for both sides.
A weekend hiring session beats another whiteboard URL shortener.
Draft from a working conversation (2026-09). Edit and publish at the author’s discretion.