Zap173 ⚡⚡⚡
Official Terrarian
(sorry for the title, exagerrated it a bit to gain attention)
I feel like terraria Youtubers often end up treating the game like a roguelike where they just power through the stages and/or remix things through mods
which i find wierd because it has so much more content to offer
meanwhile its counterpart minecraft which also essentially a somewhat similar game gets treated alot differently with some people playing the game long after the final boss has been defeated
This also results in Terraria being percieved by new players and even some old ones as nothing more than a game where the end goal is to defeat bosses completely ignoring alot of the other aspects of the game especially the creative aspect of it
the mods while undoubtedly very creative and well made, has became a sort of easy content farm for alot of youtubers
which makes the overall content revolving around terraria feel a bit too repetitive and lame
One of the reasons why i think these things happen is due to the fact that the game itself has an "ending" in a way
like think of minecraft for example and how it makes you want to grind many resources to craft spare gear and makes you earn xp to max out enchants for those gear , potentially loosing those items and make you want to craft more
and hunger mechanic where it forces you to make farms or hunt doen animals for a stable food supply
despite its lack of bosses you cant deny the fact that it has some level of replayability after the final boss has been defeated
going back to terraria on the other hand
you can go and craft alot of gears, grind multiple of the rarest items, in the end, you will only end up needing one for the rest of your playthrough
theres not much content to explore post moonlord other than the ones you could already explore across your playthrough but you rarely would because youre too focused on progression
also pre hardmode feels like it should have a few more bosses in it or more optional events but thats a topic for a different discussion
Some people may argue "well minecraft us different from terraria so why even compare both games?" to which i say, i dont, i am simply setting minecraft as an example of a game that has similar mechanics but is able to make its players stick around in their world long after the main goal has been achieved
while in terraria despite being a sandox game is getting treated like more of a roguelike experience
which i have no qualms with games like those, however it makes spending time in those terraria worlds with the perception of a roguelike exprience pretty senseless and irellevant
by that i meant that when people look at terraria through those lens, lens often propagated by majority of uninspired content creators, it essentially makes players less inclined to stick to those worlds after the final boss has been achieved which also often discourages them to stick around and fiddle with the rest of the games mechanics or even interact with the world thoroughly through building and stuff...
i suggest adding some kind of durability mechanic to force players to grind for the same gear multiple times essentially forcing them to consider the option of building a farm that they can use multiple times after theyve already gotten the item they want
more optional bosses and events maybe even seasonal ones so people would want to check their world during specific dates throughout the year but this ones a little vague so this doesnt really count as a fully thought out suggestion
having the option to lock players to a certain world upon creating the character
making npcs feel more alive by adding more functionality for them and extending the happiness mechanic, like for instance, having different levels to the relationship of npcs and having the option to increase those by talking and giving them gifts , in exchange the rest of their inventory gets unlocked for more purchases
and maybe even an option to make them act like summoned minions and help you fight if their relationship level is high enough, this would also give the impression that the nps arent just disposable tools but actual characters you need to pay attention to
make more random generated structures above ground, maybe the players could restore and turn into their base or use the resources to build their own, this would encourage players to explore the overoworld more early game rather than farming for wood and jumping down the caves in day 1
how about an equipment that allows players to see how many days have passed since they spawned in those world
or having the ability to leash hostile mobs the same as the critters post moonlord, so some people can go through the entire game again just to hunt down those enemies
idk, i feel like terrarias progression has enough content in it of itself (aside from pre hardmode)
maybe we should start fousing more on content that adds replayability post game
Basically anything to make the gameplay loop not involve creating a new character and entering a new game
which is also why i posted this here instead of the suggestion forums
since i know theres alot more features we can conjure up to make the world feel more personalized and not just an obstacle to completing the game, and im sure you guys can share some of those ideas either here or the suggestion thread
the main idea of this thread is not to put down the content creators that does those repetitive style of content (though i believe some of them deserve it)
but instead its to allow players to think of more ideas that revolve around making players stick to those worlds despite already "killing the final boss"
for the game itself to not give off the impression of something like a linear experience which the content creators themselves have been doing since the game began
something that gives players an incentive to stick to those worlds and develop them long after finishing the game...
I feel like terraria Youtubers often end up treating the game like a roguelike where they just power through the stages and/or remix things through mods
which i find wierd because it has so much more content to offer
meanwhile its counterpart minecraft which also essentially a somewhat similar game gets treated alot differently with some people playing the game long after the final boss has been defeated
This also results in Terraria being percieved by new players and even some old ones as nothing more than a game where the end goal is to defeat bosses completely ignoring alot of the other aspects of the game especially the creative aspect of it
the mods while undoubtedly very creative and well made, has became a sort of easy content farm for alot of youtubers
which makes the overall content revolving around terraria feel a bit too repetitive and lame
One of the reasons why i think these things happen is due to the fact that the game itself has an "ending" in a way
like think of minecraft for example and how it makes you want to grind many resources to craft spare gear and makes you earn xp to max out enchants for those gear , potentially loosing those items and make you want to craft more
and hunger mechanic where it forces you to make farms or hunt doen animals for a stable food supply
despite its lack of bosses you cant deny the fact that it has some level of replayability after the final boss has been defeated
going back to terraria on the other hand
you can go and craft alot of gears, grind multiple of the rarest items, in the end, you will only end up needing one for the rest of your playthrough
theres not much content to explore post moonlord other than the ones you could already explore across your playthrough but you rarely would because youre too focused on progression
also pre hardmode feels like it should have a few more bosses in it or more optional events but thats a topic for a different discussion
Some people may argue "well minecraft us different from terraria so why even compare both games?" to which i say, i dont, i am simply setting minecraft as an example of a game that has similar mechanics but is able to make its players stick around in their world long after the main goal has been achieved
while in terraria despite being a sandox game is getting treated like more of a roguelike experience
which i have no qualms with games like those, however it makes spending time in those terraria worlds with the perception of a roguelike exprience pretty senseless and irellevant
by that i meant that when people look at terraria through those lens, lens often propagated by majority of uninspired content creators, it essentially makes players less inclined to stick to those worlds after the final boss has been achieved which also often discourages them to stick around and fiddle with the rest of the games mechanics or even interact with the world thoroughly through building and stuff...
i suggest adding some kind of durability mechanic to force players to grind for the same gear multiple times essentially forcing them to consider the option of building a farm that they can use multiple times after theyve already gotten the item they want
more optional bosses and events maybe even seasonal ones so people would want to check their world during specific dates throughout the year but this ones a little vague so this doesnt really count as a fully thought out suggestion
having the option to lock players to a certain world upon creating the character
making npcs feel more alive by adding more functionality for them and extending the happiness mechanic, like for instance, having different levels to the relationship of npcs and having the option to increase those by talking and giving them gifts , in exchange the rest of their inventory gets unlocked for more purchases
and maybe even an option to make them act like summoned minions and help you fight if their relationship level is high enough, this would also give the impression that the nps arent just disposable tools but actual characters you need to pay attention to
make more random generated structures above ground, maybe the players could restore and turn into their base or use the resources to build their own, this would encourage players to explore the overoworld more early game rather than farming for wood and jumping down the caves in day 1
how about an equipment that allows players to see how many days have passed since they spawned in those world
or having the ability to leash hostile mobs the same as the critters post moonlord, so some people can go through the entire game again just to hunt down those enemies
idk, i feel like terrarias progression has enough content in it of itself (aside from pre hardmode)
maybe we should start fousing more on content that adds replayability post game
Basically anything to make the gameplay loop not involve creating a new character and entering a new game
which is also why i posted this here instead of the suggestion forums
since i know theres alot more features we can conjure up to make the world feel more personalized and not just an obstacle to completing the game, and im sure you guys can share some of those ideas either here or the suggestion thread
the main idea of this thread is not to put down the content creators that does those repetitive style of content (though i believe some of them deserve it)
but instead its to allow players to think of more ideas that revolve around making players stick to those worlds despite already "killing the final boss"
for the game itself to not give off the impression of something like a linear experience which the content creators themselves have been doing since the game began
something that gives players an incentive to stick to those worlds and develop them long after finishing the game...