3 ms·
Terraria arguably more has a scale problem. There's in-game interfaces for pretty much all the things players need (crafting recipes, item effects, instructions
by noirscape 2y ago
Terraria arguably more has a scale problem. There's in-game interfaces for pretty much all the things players need (crafting recipes, item effects, instructions on where to go next, recent update added a bestiary that fills out as you fight enemies/bosses), but the problem is that all these interfaces (minus bestiary) were originally designed for a gameplay loop that ended by the time the player fights what's now the third progression boss in the game.
Obscure NPC comments work if there's only like 20 secrets to push for. You'll need some tracker once you go above that number. Crafting recipes stop having any interesting thumbing through for cool new things when to find them you need to talk to an NPC who just gives you a list of all things you can craft with an item you're holding (especially common early game since a lot of minable materials end up in late game recipes). Item effect descriptions are too limited to explain all relevant effects, which pushes people further to a wiki.
Wiki syndrome tends to occur if the game has a bad UI to explain itself. Weirdly, having no UI for it can sometimes be better for this sort of thing; players are pretty willing to accept "behind the scenes magic" as long as the info they do have is giving them the idea that it's working. (Classic horror games like Resident Evil are a good example where a "no UI is better than some UI" works.)