Terraria Content Creators are Ruining the impression of the game

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 agree to this to an extent.

Terraria can be played and entertained in many ways. But progressing through the game from start to finish is the most enjoyable to give the game a reason to pick up again.
In no means I want to rush through the game as if it's a roguelike, an average playthrough for me still lasts 40 hours, showing off my interests in the world and to build within it as well.
I know I'm going to spend quite some time in my world, so I also switch between exploration and peaceful building.
I've seen people wanting to speedrun through the game but that's not the part that I enjoy.

Yes, I usually also end my playthroughs at the end of the final boss, because if I want to make part in expanding the world, I already have a main world and a main journey mode with all items to fill in that gap.

Personally, I don't think there is a "wrong" way to play the game, and I don't believe it needs "fixing" to this large scale. it's a sandbox and it's up to the people to stick with their world, or make a new one to blitz through them, or make a working calculator through wiring (which I only barely have touched the surface off to this day)


As for Minecraft, I still think they are two different games fundamentally:
Minecraft focusses on world progression, where Terraria focusses more on item and character progression.
A lot of the items in Minecraft affects the world you're in. You don't need accessoires for movement because you've already carved a path and made Stairs to make it easier to travel.
Even to this day there still are barely any changes that improves your character until you get the Elytra, which still isn't a direct upgrade because you have to swap out your armor for it.
This is also why the 'Lose all items on death' is less penalising because you already have made changes in your world that won't go away.

Terraria, with it's character progression. focus much more on upgrading your character than upgrading your world. This has slightly improved with Pylons and such, but for most of the time, you're not really incentivised into improving the world unless it's faster to travel, or if you want NPC's.

Minecraft worlds are also much more expansive and random. Where Terraria worlds are limited, structured (always spawn in the surface center, jungle on left, dungeon on right ect.)
And you have many ways to return to the spawn point without risks, and you can reach the end of the map within a few minutes. That makes the approach on both games very different.

And despite all of that, it also doesn't really matter.
There are people who also play Minecraft for the sole purpose of defeating the Ender Dragon
And there are also people out there who stick to a single Terraria world for years.
And this is true for the majority of sandbox games.
Because these games can be enjoyed in either way, in any way.
 
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Hola los creadores si me escuchan el que creo terraria para ps3 pueden tan siquiera añadir al Señor de la Luna es que no aparece aparece todos los items y demas jefes y no aparece el Señor de la Luna ni el Sentario Lunar los Pilares nada parece por favor pueden a hacer una actualización para terraria de ps3 y añadir el Señor de la Luna y si quieren mas cosas es sencillo y facil hacerlo
 
Terraria's core gameplay revolves around a strategic boss progression system, which serves as the primary motivation for players. While the game offers diverse elements and mechanics, the sequential defeat of increasingly challenging bosses remains the central narrative and gameplay driver, propelling players forward through its expansive world and intricate progression paths.
 
Terraria's core gameplay revolves around a strategic boss progression system, which serves as the primary motivation for players. While the game offers diverse elements and mechanics, the sequential defeat of increasingly challenging bosses remains the central narrative and gameplay driver, propelling players forward through its expansive world and intricate progression paths.
I mean, maybe for you, but I have plenty of fun spending dozens of hours in phm ignoring the bosses entirely. or playing the game in post-moon lord. This game has "sandbox" in the genre title for a reason, and the sheer amount of sandbox tools is good enough to keep anyone entertained for a long time. You can even skip past the bosses with the sandbox mechanics by instantly killing them in a ton of different ways if you want.

The game has much, much more content for builders than it does for anyone else in fact. The game just also happens to be large enough with non-building content that it isn't a problem if you don't want to build much.
 
I mean, maybe for you, but I have plenty of fun spending dozens of hours in phm ignoring the bosses entirely. or playing the game in post-moon lord. This game has "sandbox" in the genre title for a reason, and the sheer amount of sandbox tools is good enough to keep anyone entertained for a long time. You can even skip past the bosses with the sandbox mechanics by instantly killing them in a ton of different ways if you want.

The game has much, much more content for builders than it does for anyone else in fact. The game just also happens to be large enough that that isn't a problem if you don't want to build much.
It also has fighting and combat. You survive with combat, you progress with combat, you get some building tools with combat. People shouldn't be treating the game like combat is the only aspect, but it definitely is the main one.
 
It also has fighting and combat. You survive with combat, you progress with combat, you get some building tools with combat. People shouldn't be treating the game like combat is the only aspect, but it definitely is the main one.
The amount of silly bull:red: you can do to get around that combat fairly easily means that you can choose not to make the combat the main aspect too, though. A lot of terraria veterans treat the jungle as an insanely easy biome to go to at the start of the game because they learned how to build and halt all except 1 jungle enemy from reaching them. You can either invest into the combat, or you can ignore the combat by investing into building instead.

Getting the 32 bit integer limit in damage with a Jousting Lance, for example, requires far more building and technical knowledge than it requires combat skill. I think the main reason youtubers treat combat as the main focus is because it's a lot easier to make content out of that's eye-catching than it is for builds. The sad reality is that a lot of people only really care about the finished product of how a build looks even if the process of getting there was interesting.
 
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considering the game's tagline is "Dig, Fight, Build" i'm pretty sure all three of those gameplay elements are treated as equally important and it's up to the individual player to decide on which one they care the most about
 
considering the game's tagline is "Dig, Fight, Build" i'm pretty sure all three of those gameplay elements are treated as equally important and it's up to the individual player to decide on which one they care the most about
True, but I feel like building is the least important. Its not really required to build anything outside of very simple constructions to progress.
 
True, but I feel like building is the least important. Its not really required to build anything outside of very simple constructions to progress.
I mean, it's not really required to progress to build really complicated stuff either. Most of building tools are available preboss.
 
I mean, it's not really required to progress to build really complicated stuff either. Most of building tools are available preboss.
Fair point. You still get more building blocks and building QoL (infinite flying mounts) while progressing though.
 
Fair point. You still get more building blocks and building QoL (infinite flying mounts) while progressing though.
Yes, but you can skip those or not even bother grabbing them if you do feel like progressing or building.
Progression is also easier with big networking travel systems too, or afk farms, or big fishing ponds, or specialized arenas, etc. Pylons may be simple to set up, but there's a pretty limited amount of them and it's more convenient to set up further travel systems.

In Short: Building is significantly easier if you progress, and progress is significantly easier if you build.
 
In Short: Building is significantly easier if you progress, and progress is significantly easier if you build.
That's a great point. I still think that combat is more important though, because you have to progress with combat, unlike building where it just makes progression easier.
 
I think Terraria is made up of three major parts of the game.

Combat - Arguably the main focus of Terraria with the amount of weapons and challenges there are. Even if you're interested in other things like building, you will still need to beat bosses in order to access more content and materials to do what you like doing.

Exploration - Many things in the game like bosses, events and NPCs require you to explore the world to gain access to them. You also get several movement upgrades to make exploring easier while progressing (Wings, boots, grappling hooks etc.)

Building - There are TONS of different blocks in the game that you can use which is why I consider building a very important part of Terraria. Unfortunately some players (and youtubers) ignore this part to build shoe boxes and stuff. I'm guilty of this too, but I only ever build those during very early game so that I can progress to a point where I can gather resources for building fairly easily, which is usually mid-phm for me.

Like I mentioned, combat is the main focus of the game until post-Moon Lord. Most people stop playing on their worlds after getting every Moon Lord drop, crafting the Zenith and testing it out on some bosses but it's where the sandbox part of Terraria REALLY starts in my opinion. You can very easily clear out parts of your world for builds with nukes or the drill mount, gather resources for any projects and do whatever you want without any real threat.
 
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