Madzai
Terrarian
So, Starbound...
The game that shows everyone why management and communications sometimes are more important than money. While having incomparable budgets to other games in similar genre, Starbound managed to achieve same questionable (not the right word, maybe) results as them - Edge of Space, Signs of Life, Crea all of them have around same amount of actual gameplay and gameplay mechanics but failed to make a 'complete' game out of it, and probably will never actually made it dye to the lack of funding (with exception of Crea, probably, coz it looks like 2 or 3 ppl working on Crea are doing it for their own satisfaction mostly). Starbound is only doing better thanks to crazy hype around game, hand-made content (dye to sheer amount of people working on it) and mods.
Now about what is wrong with Starbound. I wanted to divide all Starbound problems into 2 categories - one is about misuse of gameplay idea, mechanics and their sloppy execution (i feel i as i used wrong word again, may be "implementation" is better ) in game, and other being miscommunication in any form. But actually almost any major problem gave both those roots.
Problems:
1. Misuse of procedural generated elements - supposedly "the core" of Starbound. The element that caught attention of many when Starbound was announces. It didn't help much that almost every early screenshot of supposedly procedural generated world (that was actually a mock-up) were 100% handmade.
Now it degraded into variants of colored dirt (instead of making every type of planet a different geological structure), badly made enemies with a handful of actual different attacks, dull weapons instead of "tons of guns" Borderland style. All other content is handmade, end even if it's good it could never be enough of it in a procedural generated world. NPC villages are rare and small, all labs are same as other, etc. Why not to implement something similar to Terraria Dungeon en mass? Some elements would be strange (like doors leading to nowhere, bit i think with some programming with problem could be dealt with) but with binding specific loot, resources and enemies to "dungeon" "types" could create interesting situations for players. And no, current situation in Starbound is different. See p.4
2. Misuse of setting. A lot of people expected Starbound to be sci-fi. Ofc, no one promised it to be real "hardcore" sci-fi, but game concepts, space stations, landing ships mock-ups somehow gave as a "tune" for a good sci-fi. Instead we have, may be, even less or same amount of sci-fi as Terraria. Crafting doesn't feel sci-fi (and meanwhile being extremely dull and generic), same for combat (what is about all this fascination with melee and shield?), same for environment (some Apex labs doesn't fell as something too high-tech). Other elements are gone - no space stations, no "sprawling modern metropolis"(we are supposed to built one, but no big cities in space age? really?) and other promised gameplay elements and mechanics like farming and being a landlord (why not a scientist and frontiers bases builder?) aren't sci-fi a all. Even ships...
3. ...Are nothing more than big( and expanding) personal locker. Actually it doesn't even feel like spaceship - it's same as dreaded Outpost - just a pocket dimension, where we instead of buying stuff and getting quests we store our things and traveling between planets feels like teleporting between dimensions. Where are interesting ship-building choices, where are out ship crew (in mod, what's where), where are space battles? Oh, we have purely cosmetic ship AI (creating of one brought yet another ugly PR disaster to Chucklefish, btw. Horsey, horsey, where are you?) that gives us quests and will have a friggin' cat on our ship in future (really feels like mockery).
4. Character and game progression. One of the most conversational parts of Starbound. Starbound was supposed to be a sandbox. When alpha hit, its progression was heavily criticized for being gated and to linear. In short, Tier system was made in a way, so you basically has no reason to invest in current tier, because as soon as you hit next tier you'll be as gimped as in previous tier (yes, even in 100 lvl system) - so no reason to extensively explore lower tiers. Together with unbalanced armor, weapons and enemies it was quiet a mess.
But when Chucklefish decided to improve progression by bind it very tightly to Storyline. Result was disastrous. Not only right now we are forced to do story missions (whose aren't bad itself, but if forced on player with no alternative...) to progress further, planets type are tied to it too (completely destroying last bits of survival elements, which were promised), hell, almost everything is tied to Tiers and storyline now. So instead of having a story in a sandbox, we have linear story where we have to grind in sandbox elements to progress further. And this grind is...
5. ...Boring as hell. Digging is boring (again, sci-fi setting is wasted, aside from matter manipulator which isn't very interesting too, see Signs of life for basic sci-fi tool done right), resources and crafting are boring and generic. Unique loot is presented only by techs, handful of weapons (that could turn to be a crap anyway), musical instruments that serves no gameplay purpose (playing them is cool, but ...), furniture and armor (problems of getting it usually not worth the result). So each sandbox part between is consisted of digging to the core to get tier-specific ores (thanks for prolonging the grind, btw) and farming enemies for a decent weapon and techs. Repeat until final sector is reached.
6. Communication between community and Devs. Or Miscommunications. I won't say a lot because it would end in flames anyway. So only a couple of things:
- It would be great if Devs were more open and specific about their plans. Because info is usually outdated: no spacestation? i learned it too late, all their early screenshot are mock-up and drawing? They were in Steam for too long ("i yet to learn how to use Steam tools", by Chucklefish CM") proving false info, vague: if i knew about so much focus on story and Devs fascination on melee, i'd hardly bought Starbound.
- if game is cursed and badmouthed almost everywhere but placed heavily moderated by "concerned" party it has probably something to do with a game or "official people" around it and their actions. Not with some haters who hate for no reasons or some mystical 4-chan troll army.
P.S. Arguments like: "But they already promised X" or "Nighties already have Y" are invalid until said feature hit Stable. Starbound already have a long list of promised features that disappeared without trace either from game itself or Dev plans.
The game that shows everyone why management and communications sometimes are more important than money. While having incomparable budgets to other games in similar genre, Starbound managed to achieve same questionable (not the right word, maybe) results as them - Edge of Space, Signs of Life, Crea all of them have around same amount of actual gameplay and gameplay mechanics but failed to make a 'complete' game out of it, and probably will never actually made it dye to the lack of funding (with exception of Crea, probably, coz it looks like 2 or 3 ppl working on Crea are doing it for their own satisfaction mostly). Starbound is only doing better thanks to crazy hype around game, hand-made content (dye to sheer amount of people working on it) and mods.
Now about what is wrong with Starbound. I wanted to divide all Starbound problems into 2 categories - one is about misuse of gameplay idea, mechanics and their sloppy execution (i feel i as i used wrong word again, may be "implementation" is better ) in game, and other being miscommunication in any form. But actually almost any major problem gave both those roots.
Problems:
1. Misuse of procedural generated elements - supposedly "the core" of Starbound. The element that caught attention of many when Starbound was announces. It didn't help much that almost every early screenshot of supposedly procedural generated world (that was actually a mock-up) were 100% handmade.
Now it degraded into variants of colored dirt (instead of making every type of planet a different geological structure), badly made enemies with a handful of actual different attacks, dull weapons instead of "tons of guns" Borderland style. All other content is handmade, end even if it's good it could never be enough of it in a procedural generated world. NPC villages are rare and small, all labs are same as other, etc. Why not to implement something similar to Terraria Dungeon en mass? Some elements would be strange (like doors leading to nowhere, bit i think with some programming with problem could be dealt with) but with binding specific loot, resources and enemies to "dungeon" "types" could create interesting situations for players. And no, current situation in Starbound is different. See p.4
2. Misuse of setting. A lot of people expected Starbound to be sci-fi. Ofc, no one promised it to be real "hardcore" sci-fi, but game concepts, space stations, landing ships mock-ups somehow gave as a "tune" for a good sci-fi. Instead we have, may be, even less or same amount of sci-fi as Terraria. Crafting doesn't feel sci-fi (and meanwhile being extremely dull and generic), same for combat (what is about all this fascination with melee and shield?), same for environment (some Apex labs doesn't fell as something too high-tech). Other elements are gone - no space stations, no "sprawling modern metropolis"(we are supposed to built one, but no big cities in space age? really?) and other promised gameplay elements and mechanics like farming and being a landlord (why not a scientist and frontiers bases builder?) aren't sci-fi a all. Even ships...
3. ...Are nothing more than big( and expanding) personal locker. Actually it doesn't even feel like spaceship - it's same as dreaded Outpost - just a pocket dimension, where we instead of buying stuff and getting quests we store our things and traveling between planets feels like teleporting between dimensions. Where are interesting ship-building choices, where are out ship crew (in mod, what's where), where are space battles? Oh, we have purely cosmetic ship AI (creating of one brought yet another ugly PR disaster to Chucklefish, btw. Horsey, horsey, where are you?) that gives us quests and will have a friggin' cat on our ship in future (really feels like mockery).
4. Character and game progression. One of the most conversational parts of Starbound. Starbound was supposed to be a sandbox. When alpha hit, its progression was heavily criticized for being gated and to linear. In short, Tier system was made in a way, so you basically has no reason to invest in current tier, because as soon as you hit next tier you'll be as gimped as in previous tier (yes, even in 100 lvl system) - so no reason to extensively explore lower tiers. Together with unbalanced armor, weapons and enemies it was quiet a mess.
But when Chucklefish decided to improve progression by bind it very tightly to Storyline. Result was disastrous. Not only right now we are forced to do story missions (whose aren't bad itself, but if forced on player with no alternative...) to progress further, planets type are tied to it too (completely destroying last bits of survival elements, which were promised), hell, almost everything is tied to Tiers and storyline now. So instead of having a story in a sandbox, we have linear story where we have to grind in sandbox elements to progress further. And this grind is...
5. ...Boring as hell. Digging is boring (again, sci-fi setting is wasted, aside from matter manipulator which isn't very interesting too, see Signs of life for basic sci-fi tool done right), resources and crafting are boring and generic. Unique loot is presented only by techs, handful of weapons (that could turn to be a crap anyway), musical instruments that serves no gameplay purpose (playing them is cool, but ...), furniture and armor (problems of getting it usually not worth the result). So each sandbox part between is consisted of digging to the core to get tier-specific ores (thanks for prolonging the grind, btw) and farming enemies for a decent weapon and techs. Repeat until final sector is reached.
6. Communication between community and Devs. Or Miscommunications. I won't say a lot because it would end in flames anyway. So only a couple of things:
- It would be great if Devs were more open and specific about their plans. Because info is usually outdated: no spacestation? i learned it too late, all their early screenshot are mock-up and drawing? They were in Steam for too long ("i yet to learn how to use Steam tools", by Chucklefish CM") proving false info, vague: if i knew about so much focus on story and Devs fascination on melee, i'd hardly bought Starbound.
- if game is cursed and badmouthed almost everywhere but placed heavily moderated by "concerned" party it has probably something to do with a game or "official people" around it and their actions. Not with some haters who hate for no reasons or some mystical 4-chan troll army.
P.S. Arguments like: "But they already promised X" or "Nighties already have Y" are invalid until said feature hit Stable. Starbound already have a long list of promised features that disappeared without trace either from game itself or Dev plans.
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