Maybe grinding isn’t so bad after all? If it is not felt, if it motivates and is not an obstacle to receiving new content? And in general, where is the line that separates regular gameplay from the hated grind?? I think Terraria is the most suitable project for such thoughts. Because she was the one who showed me that grinding can be interesting and exciting.
Four hundred hours in Steam and it’s unknown how much is on the “pirate”. Sleepless nights, falling grades and memorized wikis are.. I about seven years ago.
Content that would be enough for three full-fledged sandboxes, enormous freedom of action and constant movement forward. The unknown, the spirit of exploration, a perfectly tuned progression system and constant challenge – this is Terraria throughout its entire development path. And yes, there’s a good chance I have Stockholm syndrome.
But still! The love with which the project was made will forever be remembered by millions of players around the world.
Why? How a small studio, whose employees can be counted on one hand, managed to create a project that topped the list of games with the best user rating in Steam? How did these guys manage to create a game that is so multifaceted and adapts to the user, and how did they manage to combine so many mechanics into something so harmonious and complex??
I think it’s time to discuss this issue.
After all, now we can already say – Terraria came out. According to the developers, there will be no major content patches. The game has come a long way from the status of a 2D Minecraft clone to an incredibly ambitious project in terms of content.
No, the content is really through the roof. According to the official wiki – more than five thousand items, thousands of creatures, more than three dozen NPCs, as well as a bunch of mechanics – obvious and not so obvious. And constant development, yes!
The Stopgame team discussed the reasons for the popularity of the game a couple of years ago – in a large text material on the website. I advise you to read it, you will find a lot of interesting things, I won’t spoil it.
I wanted to approach the issue from a slightly different perspective, so I had to once again move my special sofa for analytics – this time straight to the game design area.
Terraria lucky with the release time – this fact is beyond doubt. But, besides this, the project was remembered by the players because of much more unobvious points: due to the built-in progression, the implementation of the pace of the game, the structure of the world and the method of systematizing content.
I will now try to make it all out as clearly as possible and as pleasant to perceive as possible. To do this, we had to divide the material into two more parts – the first discusses the mechanics and aspects of, hidden from the player’s view and often not immediately realized, and in the second – that lies in plain sight and what you will certainly encounter during the passage. Well let’s get started.
Hidden Gameplay
Thoughtful player motivation
The first thing you remember Terraria – there is always something to do here. Where to go, what to craft, who to fight. The game very quickly teaches you how to navigate in its world and after a few minutes you begin to feel quite confident.
She teaches with the help of competent motivation player. What do I mean? Motivation can be classified into three types based on duration − short-term, medium term And long-term.
The first one lasts at most a minute – the game sets you an ordinary task and, having completed it, you immediately see the result. IN Terraria exploration of the world consists of just such tasks – defeating this slug, climbing to a hill, digging a tunnel to a cave or getting to that chest that is barely visible in the darkness of the dungeons.
Medium-term motivation the game is slightly different from the classic one. She usually encourages you to complete a chapter or complete a quest. Here the project presents you with several rather labor-intensive tasks to choose from, and does this not “head-on”, but with the help of interface elements and world objects.
For example, each instrument in the game has its own power parameter in percentage. What follows from this? Firstly, you can find or make a better tool. Secondly, it’s clear why it’s impossible to mine that block/ore. And finally, it’s clear why go deeper into the mines.
The deeper, the more dangerous. But also more interesting! The main thing is not to dig too much.
Or, in chests scattered around the world, you can find suspicious-looking consumable items. All that is said in the description is “Summons the Eye of Cthulhu”. And nothing more. Well, it’s clear that it’s probably the boss. But how strong is he?? When it comes? How to defeat him? Everything is becoming clear empirically. If you win, you will look for ways to challenge other bosses to battle. If you lose, you’ll want to take revenge by being better prepared.
Ah sh**, here we go again.
And there are many such tasks – several mechanics in the game work both independently and overlap with each other. Things necessary for further progress can be obtained in different ways, and activities can be changed at any time without losing anything. Any action in this game means moving forward. Yes, grinding takes place, but thanks to the many types of activities it becomes much less boring than in other sandboxes.
For almost any action you receive a reward. Broke a vase in passing? Loot. Killed a zombie? Coins. Fishing? Generally excellent!
On chill, so to speak, on relaxation.
And finally, long-term motivation – complete the game. It’s just not immediately clear how to get through it. At first glance, the game has no plot and no clear goal. Fight, explore, evolve. But the game, at the same time, occasionally reminds you of the danger of the world – if you stay too long in the mines, with some probability the first boss will not wait for the call and will fly in on his own. A corresponding message will be displayed in the chat.
And if you want to go further, but it’s not entirely clear where, it doesn’t matter. Guide at your service. Based on his reservations and remarks from other NPCs, it will quickly become clear what to do next. In later versions, the developers even simplified navigation through the game – the inventory shows the next unopened achievement, which tells you what to do.
And this synergy of motivations is the beauty of the game. The game doesn’t lead you by the hand, but it also doesn’t allow you to get lost in the abundance of content. Doesn’t bother you with battles, but also doesn’t allow you to relax and get bored. Lets you explore the world the way you want. At your own pace, according to your own rules and according to your preferences within fairly wide limits.
If you want, spend all your time in the mine. There you will find enemies and get ore for new equipment. You don’t want to hang around underground? There is a lot of loot and, again, enemies on the surface. You’ll find other, but roughly similar, items as you explore different biomes and collect materials from enemies and chests. Well, what’s there – it’s quite possible to complete part of the game just by fishing and opening the caught boxes.
There are many ways, but the result is the same – a constant feeling of progress and motivation for new achievements.
Understandable but predictable
But the feeling of progress alone won’t get you far. It is important to save spirit of adventure and “lead” the player to bright emotions: fear, excitement, fun, satisfaction. In general, make sure that the process does not fall into routine. And at this point, in my opinion, Terraria gives a hundred points ahead of many projects of similar scale.
Well-chosen parameters of the world generator made it possible to create a world that at the same time allows you to feel confident when exploring locations and at the same time maintain a bit of suspense and composure. Here are the feelings lostness And aimless wandering The game doesn’t allow testing.
…even if sometimes bad luck befalls the player..
Of course, the matter is not limited to one generator. Interface elements also contribute – some accessories show information both about the surrounding world and the player’s location, which allows you to immediately tell where you are, what time it is, whether there is anything dangerous or interesting nearby.
By the end of the game there will be quite a lot of information on the screen, fortunately unnecessary elements can be hidden.
Although the map is much more influential in this regard. This aspect of the game was done, in my opinion, more than successfully. Both from a visual point of view and in terms of the amount of information available. All places where the player has been are mapped, and if the lighting level was high enough, you can hover the cursor over a section of the map and see the material that is located in that place. This way you can search for chests, ores and necessary plants. If, of course, you have the desire and perseverance.
At the same time, the path traveled is easily tracked and you can quickly understand how to get out of the place where you got stuck. And if you don’t want to stomp back, you can simply use a return potion and teleport to the spawn point.
Gradually, spatial navigation skills will increase. And now I’m talking not only about determining your location, but also how confident you feel in this world.
If the first steps we take through the caves are always associated with a bit of fear and awe of the darkness, over time the amount of information known to the player increases. Who might meet here?? What can you find here?? What to avoid? Who do you need to hunt to get this or that item?? What mini-biomes can be found here?? Although surprises still happen sometimes.
But the fear of the unknown disappears, but the excitement of the researcher remains. And now you are already rapidly rushing under the arches of caves in search of the plants you need, or trying to find a bat, from which a compass will finally fall out.
It is this feeling of self-confidence that the project cultivates. At the same time, while remaining strict, you can still gape and miss a trap, stumble upon a rare and strong enemy, or fall from a great height, breaking your legs. A clear but unpredictable world.
NPCs and their role in gameplay and plot
It becomes more understandable, among other things, thanks to non-player characters, which Terraria more than enough. Initially, in the created world awaits us Guide — our best assistant and teacher in the rather harsh world of the game. He will give advice and tell you what can be made from the extracted material.
Here he is, handsome – he will fit into any movement.
Soviets have Guide a lot – in fact, it, like the recently added achievement system, gives the player hints – what to do next, how best to prepare for a particular event, which can significantly help and improve life.
Other NPCs do not arrive immediately – you must have a free room, as well as fulfill certain conditions. For example, a merchant will appear after accumulating a certain amount, and a demolitionist will appear when the player comes across a stick of dynamite or a bomb in his travels.
There are a lot of NPCs. And each of them marks a milestone in the development or discovery of new gameplay mechanics. In addition, certain actions affect, for example, the range of products or the amount of information that can be extracted from a conversation with them. Thus, the gunsmith sells illegal weapon parts at night, and most of the medicine man’s goods are only available when the NPC lives in the jungle.
Up to version 1.4 the player’s house eventually turned into a vocational school dorm full of all sorts of freaks.
Why are all these characters needed?? Well, most of them traders. Someone sells class weapons, someone sells explosives (and believe me, you will need them), and someone has a little bit of everything in their assortment. Some of the NPCs perform other roles: healing the player, issuing quests, displaying world statistics, or reforging items.
Interestingly, a large number of residents in one place can reduce the spawning of monsters, essentially making the area around the house quite safe even at night. And even if someone breaks through, the NPCs are far from God’s dandelions and are quite capable of standing up for themselves, attacking the offender. And in peacetime, they create the appearance of activity, walking around the building, interacting with the environment and communicating with each other. And at the party they organized, I even, for a moment, felt out of place.
It is worth saying that the latest https://k9wincasino.co.uk/ update has greatly affected the civilians of Terraria. NPCs now have a happiness stat that depends on the presence or absence of certain neighbors, as well as where they live. Its level affects prices and, more importantly, the ability to buy pylon. This piece of furniture allows you to create a network of teleports to quickly move around the world, which significantly speeds up development in the game.
Speed! Speed! SPEED!
By the way, there are many ways to show character development. And one of them, which was also correctly used by the developers – just like that pace or game speed.
When a character first appears in the world, it feels very leisurely And inert – slow extraction of resources, movement with inertia, slow running and, in general, difficulties in getting anywhere.
But with the exploration of the world, obtaining new tools and weapons, as well as the search for accessories, everything changes – after a couple of hours, with a successful combination of circumstances, the character is already quite cheerfully fells the forest, recklessly jumps with boots of double jump and fast running, and also quite quickly brings down crowds of zombies with the help of a golden bow.
Game speed as you progress, constantly increasing. Weapons become stronger, the character gains greater mobility, and new methods of obtaining resources prevent you from getting too caught up in grinding.
Crafting becomes an important milestone in this matter grappling hook. There are many types of them in the game. This device can save a player from falling more than once or twice – a timely released hook removes inertia, and therefore potential damage. And in general, this is an irreplaceable thing. Both when fighting bosses and when extracting resources.
But the hook and accessories are certainly not the only way to become faster. A separate category of items allows you to summon various mounts, to make exploring the worlds of Terraria more convenient.
Well, at least it’s more convenient up to a certain point. Because around the middle of the game they appear wings, that allow you to fly. Here, no unicorns or hooks are needed – any wings remove damage from falling, allow you to quickly fly onto any ledge and, in general, when used correctly, allow you to mow down crowds of bosses without receiving damage at all.
There are not only wings, but also “gliders” that allow you to soar at the same height for a long time.
Well, then, as if by thumb, pickaxes stronger, wings more, weapon more powerful. If at first the player’s DPS is calculated in tens, if not units of damage, in the later stages of the game this figure can reach ten or fifteen thousand, depending on equipment. Although the game, let’s be honest, does not lag behind – some locations are made with an emphasis on the presence of at least a double jump, or better yet, a hook. Some of them require good equipment and a supply of potions. And some events… However, it’s better to dwell on them in more detail.
The stakes are rising: hardmode and events
Events – these are in-game events that can happen with some probability or are caused by a special item. They are, of course, associated with the invasion of the world by hostile creatures – like a rain of slugs, an attack by an army of goblins or an attack by aliens.
Probably the first event the player will encounter is Blood Moon. After a special message appears in the chat at sunset, the moon and water in the world will turn red, the number of mobs appearing will increase significantly, and with them new types of monsters will come.
If the player has just started the game, it is better to sit out this night in the house or skip it in bed, since it is quite dangerous to go into the mines at this moment.
Other events completely replace familiar enemies with new ones – during Martian madness the player is attacked by flying saucers, aliens and their equipment, during Goblin Infestations the world is filled with magicians, scouts, shooters and warriors of this race… The list could take a long time. There are seven events in total, not counting nights when bosses themselves come to the player and weather events.
During each of them you can get rare equipment, farm money or open access to new NPCs or items from merchants, meet a variety of enemies, bosses and mini-bosses.
All these events diluted game. Make changes to usual way of life gameplay, challenge and allow you to keep your attention. What will happen the next day? Do I have enough strength to withstand the invasion and fight back?? Of course, you can sit at home, but do I want it??
I will never forget the time when, having only completed half the game, I switched to hardmode and immediately encountered Solar eclipse. New mobs were already giving me a light, and then this misfortune. I had to sweat and get hit a couple of times, a couple dozen times, but the dropped weapon came in very handy at first. Oh right, hardmode.
There are many bosses in the game, but I would like to highlight one of them in particular. Remember I talked about wings? So, they can be found and crafted only after switching to hardmode. This transition occurs after the murder Walls of Flesh in hell. And if before that, say, a pumped-up player dominated all the inhabitants of the world Terraria, Since the death of this rather creepy creature, the world has changed a lot.
Are you really ready for this.
Firstly, in contrast Distortion – the kind of corruption that infected the world appears Holy lands. Which, to be honest, are not better at all – the enemies there are more dangerous and fatter than in the new one Distortion.
Secondly, these two biomes start at high speed grow, capturing the remaining territories. And if you don’t protect them by laying a tunnel with explosives to hell or by timely cleaning the infected blocks with special powder, they can take over the whole world. In this case, there will be no safe place – NPCs refuse to live in the Holy or Infected lands, and the player will have a hard time, because the mobs in these places are stronger than usual.
Thirdly, new ores appear, and therefore stronger objects. But at the same time, new opponents appear, as well as bosses and access to new locations. Creating more powerful equipment at such moments is task number one, because otherwise the character will die very often.
The player consistently gets hit in the first few hours of hardmode – during this period of time I die more often than in the rest of the game.
And finally, the game, one might say, finds its true greatness. Still Wall of Flesh, at its core, it is some kind of limiter that prevents it from developing too much. Now you can knock out all the desired accessories and weapons, craft everything you strive for. The world is becoming much more dangerous, but interesting and changeable, and the game is gives you a new challenge..
One character – many worlds
…and you don’t have to take it. Yes, I created suspense here, threw threats at him and, in general, he’s still a carrot. Terraria – she flexible. She adjusts and lets you be cunning. Well, if you can call it cunning. Doesn’t force you through sweat and tears to fight the same opponent over and over again, even if you don’t want to or feel comfortable doing it, no.
On the contrary – the developers separated systems of worlds and characters. This means that you can create a character, and then travel through the created worlds, exploring them in comfortable conditions.
While preparing this material, I started in the world with complexity expert. There is more loot and money, but the enemies are stronger and more dangerous, and the bosses have more attack patterns and several phases.
When at some point I got stuck and realized that to defeat the boss I needed a thing that, say, was behind the door that this boss was guarding… I just created a world on ordinary difficulty, defeated a more peaceful version of this boss and took the item. And then he defeated him in his home world.
Game does not prohibit to do this, does not condemn such actions and this is wonderful. Difficulty may vary and Terraria, just like that, allows you to choose the difficulty level you like.
There are many worlds in which I travel. The fact is that some items can simply never be found in one world. Of course, according to the rules of the generator, they are there, but it’s almost impossible to find them.
A couple of years ago, I found one accessory in a single copy in the big world on the outskirts of the map somewhere in the middle of the cave level. And I did this only with the help of a search engine in a separate program – the world editor.
It is for this reason that I have since generated many maps in which I engage in looting and farming on conditions that are comfortable for me. And this, in my opinion, is wonderful.
Visible Gameplay
Well, it seems like we’ve sorted out the first part. Mainly, it is thanks to the above things in Terraria it’s so easy to catch the state of flow and have fun. But there are a few more points that I would like to touch upon.
Do you need a wiki??
I think those who played in 1915 or earlier are very familiar with the following situation – the computer is running, the Terraria, browser open. In the browser – about forty tabs from the game wiki. Weapon types, biomes, enemy and item pages, farming tactics or boss battles. My bookmark folder, which usually opened with the game, was about thirty pages long.
And all this was needed, and I constantly turned to them. Because stomping to an NPC to remember how many ingots you need to craft a pickaxe is insanity. Especially if you are in hell, which means then you have to fall down for about three minutes. It is much easier to pause the game and open the desired page. Has the situation changed in the latest version??
Yes and no. The problem with the recipes remains, nothing can be done about it. To somehow improve the situation, the developers added several mechanics and items.
The greatest role, of course, is played by the appearance bestiary — a special tab in the inventory, which shows all the creatures with which the character interacted. There, as you kill enemies, additional information is revealed – damage, health, defense, habitat, possible drop.
Navigating through the bestiary is quite convenient – filters can sort creatures by type, habitat, rarity and appearance condition. NPCs, by the way, display their preferred biome, which makes it easier for them to settle.
But of course it doesn’t solve the problem. Another option is to use the newly added portal potion, even if it is quite rare. When used, it creates, who would have thought, a portal through which you can jump to the base, unload things, find out everything you need, and then dive back. After that it will close. Quite convenient, but due to the high cost and rarity of the potion, the solution is controversial.
So the game still has some problems with this, I must admit.
Are there any problems?? What am I getting at – the abundance of content for which it is famous Terraria, has both its pros and cons. You will have to come to terms with this – in order not to get lost in all these aspects at first, you still need to look at the wiki pages.
But to be honest, sometimes I I enjoyed learning the game no less, than from himself process. There are so many non-obvious moments here, the mechanic, such a love for detail that this world makes you want get into it. Well, at the age of fourteen I was ready to disappear there for days.
Of course, this style of play is not suitable for everyone. Yes, and again, it is not required. By removing the game wiki from the equation, we won’t lose the result – the fun. You can safely play Terraria without the Internet, simply by exploring the game, following the clues of the NPCs and figuring everything out with your own brain.
The game helps with this, albeit so gently that most may not notice it. I played the game from the open wiki only because, at its core, munchkin to the core. I grew up that way. Therefore, it was important and interesting for me to receive not only gaming experience, but also reference information. Most players will have fun alone with the game.
Accessories? Accessories!
As you already understand, there are a lot of items in the game. So many. And a significant part of them are accessories. Not in quantity, but in quality. These guys can turn everything upside down, completely changing the usual style of battles or exploration.
Do you want to climb walls?? Yes please! Here are the climbing hooks and equipment for you. Don’t forget boots and balls for multiple jumps. Do you want to be a shooter?? Here are accessories to increase damage, increase crit chance, zoom, mobility, summon creatures when attacking. Works with summoners, warriors and mages too.
Some artifacts provide additional information about the world – the number of mobs around, the presence of rare items, time, and even the phase of the moon and damage per second. Moreover, it is not necessary to place them in the accessory slot – even in the inventory they will work properly.
And here it is – the coveted Phone that you strive to collect throughout the game in order to throw it into your inventory. Not only shows all possible information, but also teleports home!
There are more than enough artifacts in the game – in addition to the above, there are also those that simplify construction, give immunity to debuffs, reduce prices in stores, help with fishing, allow you to swim underwater and attract objects from a long distance. There is somewhere to roam. But there are no slots for all this splendor.
Well, there are, but only five pieces. In a world with a regime Expert And Master – six and seven respectively. But still not enough.
To correct this misunderstanding, the developers introduced engineer’s workshop. On this workbench you can combine artifacts with each other, creating more advanced versions of the source codes. So, the phone combines the functions thirteen artifacts, Ankh shield – eleven. And terra boots, even if they combine everything nine accessories, allow fly, run fast, walk on water and lava, and they even give bonus to overall movement speed. In general, you will have to run a lot. And in these very shoes, and to collect this magnificence.
In general, as you progress, many accessories are combined, making the player stronger and increasing his capabilities. All of them, by the way, can be enchanted by the same goblin engineer, providing yourself with an extra twenty-eight percent chance of crit, defense, attack power and other parameters.
And I’m not talking about hooks, trolleys and pets.
Terraria has a rare feature for today’s projects – here are accessories really noticeable. Their influence on gameplay, for general impression from the game and on it complexity. These are not just ephemeral plus three to the diameter of the sword or the thickness of the armor, but things that sometimes allow you to turn everything upside down. Therefore, you experience especially strong emotions from receiving new, stronger accessories and using them.
Creative freedom and customization
And finally, I would like to touch on a topic that is not related to leveling up or exploring the world – construction. For a pixel platformer, this aspect is done more than well. The abundance of blocks of various themes and colors, the possibility of combining them, changing shape and color, as well as various lighting sources and the ability to create pieces of furniture allow the player to decorate his home the way he wants.
There are many videos on Youtube with tutorials and demonstrations of buildings of amazing scale or beauty – from underground dungeons to Japanese-style castles and settlements.
Some build modest and cozy houses, others build theme parks or epic scenes that seem to be frozen in the most interesting moment. Of course, to perceive this beauty you need to have a positive attitude towards pixel graphics, but experience, time and skills of enthusiasts work wonders.
Another way to make a character unique is painting equipment. In the game world you can find plants and make ink from them, which, after moving to a special slot, allows you to change the colors of armor, accessories, trolleys, wings and pets. Some dyes even add visual effects and animations to the player.
A golden bunch of balls, armor black as night or burning wings – it seems like a trifle, but the very presence of such an option allows… Well, it’s easier to breathe. These are the very little things that allow you to remake the game to suit yourself and feel comfortable. And the extraction of these dyes in itself is a fascinating activity – you can’t just get them, you need to hunt for rare mobs or plants.
By the way, if you look in your inventory, you can see three columns of equipment. The rightmost one is slots for the items themselves. Left – for ink. But the middle cells allow you to put on items of clothing. Accessories or armor that do not provide any bonuses or characteristics, but allow change the character’s appearance. Do you want bunny ears or a fox tail?? Reaper costume or miner uniform?
By the way, on the occasion of the release of the final update, the developers held a competition for clothing sets. This is what the winners look like. Looks very decent, in my opinion. The crafting of these costumes has been added to the game, so that the work of the authors is now, one might say, immortalized in the game code. And there are plenty of such wardrobe items in the game.
It is these seemingly unnecessary mechanics that the developers make the environment comfortable, and the gameplay even more unique.
Don’t be afraid to start
And all of the above is seasoned with a simple, but so important thesis for the player, which gives absolute comfort and peace of mind in the gameplay – don’t be afraid to start.
IN Terraria, as I already said, you can change activities without problems and loss of progress. Move between biomes every couple of minutes, explore the world and fight when and how you feel comfortable.
The difficulty system created by the game’s authors, very caring. The first time you choose it when creating a character – travel, classic, medium and hardcore.
Journey — semi-creative mode. Such characters can only enter worlds with the same difficulty level. At the same time, the player is provided with a wide range of tools, according to some – a cheat menu.
You can adjust the spawn of mobs and some other mechanics, change the difficulty level of mobs, turn on god mode and duplicate received items after collecting enough of them. In general, complete chill. True, a full-fledged experience from Terraria you won’t get it when playing in this mode, but it’s quite possible to get acquainted with the world of the game.
Next we go classic And average. When you die in the first mode, only a certain percentage of coins drop out (depending on the difficulty level of the world), and in the middle mode – money and items.
Hardcore remains hardcore: one death and the character is deleted. And someone needs such torment. Although I suspect that hardcore players are grateful to Re-logic for providing the opportunity to call.
The difficulty level of worlds is similar to the character difficulty level. I already mentioned the Travel.
In Classic, the player loses half of the coins and there are no changes to the world.
But the Expert and Master levels are already much more interesting to consider.
So, Expert. From mobs and bosses 2 times more hit points. Bosses drop a special bag of loot that is not available in normal mode, Wall of Flesh drops an item that adds another accessory slot, boss AI has been changed, and item and coin drop rates are higher. Oh, and upon death the player drops 75% of the money, yes.
Well, on the Master it’s almost the same, only the enemies already have 3 times more health, at the start there is an additional slot for accessories, there are even more chances for rare items to drop, and the player loses all his money when he dies. There is almost no new loot – only golden boss statues and new pets. Which, by the way, somewhat outraged the players who were expecting something fundamentally new from the master mode.
No, it’s certainly beautiful, but.
In general, everyone will find difficulty to their liking. The game can be either an easy journey through a fairy-tale world or a platform version of dark souls that will humiliate the player at first. It’s a matter of taste here.
And most importantly, if it gets too difficult, as I already said, no one bothers you to prepare in an easier version of the world. If you don’t want to lose money when you die, put it in a piggy bank. And if you don’t want to lose items, there is a void bag that starts picking up items when your inventory is full. The teleportation mirror saves you from critical situations, and if you can’t defeat the boss, you can prepare and make potions that can significantly buff you.
There are many ways and ways, the main thing is don’t be afraid to start and try new things.
By the way!
I cannot remain silent about two more aspects – about optional mechanics And fashions, which over the years of the project’s existence have become an important part of it.
Optional mechanics
Because Terraria — it’s not only about battles and crafting, there are a great many side activities and non-obvious mechanics here. I have already mentioned some, and some only work when playing on a server.
While preparing the material, I was surprised to learn that on the beds you can not only set a rebirth point, but also sleep, speeding up the time in the game three times. How many emotions (some of them negative) did I experience at that moment?!
A luck mechanics? Here, without half a liter you won’t understand at all. If you touch a ladybug, you get 0.2 luck points. Killed or used as bait – -0.2. The garden gnome adds the same amount. But there is also a night of Chinese lanterns, good luck potions, a wizard who tells you what level you have. What’s wrong – even the type of torches you place in caves affects this parameter. If you place a torch that suits the biome – like an ice torch in the tundra – your luck increases. And it’s so unobvious, but useful, that it’s even offensive.
After all, the level of luck affects all the randomness in the game and, most importantly, the chances of items falling out. With luck of one, an item that would normally take you an hour to get is obtained in 7 minutes of mob genocide. Why didn’t anyone tell me about this when I was farming a gold coin??!
Cooking, kites, golf, fountains, biome chests and key molds. How can this be covered in one playthrough??
Mod support
Well, if you managed to go all the way Terraria and become a real connoisseur of the game – the warm-up is over.
With one note! Game mods run on a special program -tModloader. And the developers of this software have been working on porting it to the current version of the game for a year now. For now, you can only play with unofficial add-ons on version 1.3.5.
And what do mods add?? Answer – All. I tried different builds and modifications and it gives a completely new experience from the game. Parkour system? Leveling the player and mobs? Upgrading skills and characteristics? Quests? It’s the little things.
Some modifications surpass the original game in terms of content – one of them, Calamity, for example, it adds almost two thousand new items, 24 bosses, almost three hundred new enemies and six new biomes, and also adds content that continues the storyline of the original game.
And, with the right combination, you can install two or three such large mods, and then roll out a few more for convenience and balancing the game. What will it turn into? Terraria? It’s hard to say.
But I went through a similar assembly with sufficient comfort. Although, of course, it is better to use only one global mod. Just so as not to get completely confused among the variety of content, because modmakers are unlikely to have worked out the friendliness of their mechanics at the same level.
Conclusion
Gotcha! Well I hope you got it. We became imbued with the game, began to understand it better and have warmer feelings for it, as I do. I wanted to share my vision of this project, which is what I did. Thank you for reading the material! And yes, that’s the conclusion.
Conclusion (present)
Terraria – amazing game. Yes, these are pixels, this is grind and tons of content, which sometimes you understand only thanks to the work of other players – wiki on the game.
But this is the project that adapts to you. Who tries to give you maximum gaming experience, maximum positive impressions and pleasant memories. This is a world you want to return to from time to time.
New development, I hope the game is waiting after tModloader releases version 1.4. At that moment, the project will make the next, final round of content filling – modders will transfer their projects to the new version, bring something new to it, and after… After Terraria will proudly take its place on the shelf of the most beloved projects in the history of the gaming industry. Because she deserves. Because she tried struggling to get there. Because the game’s creator, Andrew Spinks, once said:
"I created Terraria so that I would like to play it myself".
And I believe that there should be as many games like this in the gaming industry as possible. It’s not about volume, amount of content or graphics. It’s about simple human attitude to the players. It’s about games were games.