That's so very very true, the amount of information
Contained within the game far surpasses most other games, in terms of graphics it may not come to par compared to Ark or other high quality visual designs, which does limit playable content at this day and age. Where Terraria earns it's medals is the almost countless recipies, biome mechanics, boss battles which all have recipies/triggers to activate. Unlike most others where your boss is at a set location. Oh and don't forget hoiking! There's not many games that incorporate the ability to move and relocate the landscape.
I remember doing triggers in star craft where if you wanted to teleport a marine you'd have to bring a civilian named The Science Officer to a doodad PC control terminal and move the marine to the beacon but in order to do that you'd have to create a location layers at all the locations the triggers where not in scripting but in actual English so there was no code writing involved. But it would involve a tab called Conditions and another I can't remember, perhaps Actions. So it would look like
Conditions
"Player 1" Brings exactly 1 "Science Officer" to Location "Terminal"
"Player 1" Brings Exactly 1 "Terran Marine" to location "Teleporter 1"
Actions
Display Text "Hold on while I set the co-ordinents"
Delay "3000 microseconds"
Display Text " Okay Doc, I'm ready when you are"
Delay "3000 microseconds"
Display Text "Computer: Scanning Molecular signature...."
Delay "5000 microseconds"
Display Text " Scan Complete...Teleportation Initilizing"
Delay "2600 Microseconds"
Move Exactly 1 "TerranMarine" to location "Destination"
Set Switch 5: On
Making an entire complete story line, map, objectives was pain stakingly long and tedious...AND there's no scripting!! Ah! It would take a good month to finish a good map