Author Topic: Why does everyone hate Starbound?  (Read 9944 times)

...10 people out of several others who don't even comment on it?
i'm not quite sure that's 'everyone'
well to me it seems most of the thread had something against the game

should I get it because I wanna try it myself

I also get really loving irritated by open-ended "games" (it's not a game if there's not a specific end goal, and what Minecraft did is technically cheating).

Add in the fact the game is called "Starbound" yet the majority of the gameplay happens on planets
I kind of have to query your reasoning on these two points.
It sounds a little elitist in some way to say a game with no end goal isn't a game.
Terraria doesn't have an endgoal either (there's a steady progression to the game but you can stop wherever you like).
Your rule also completely throws away Sandbox games, like Blockland and GMod, or Simulators like Farming/Flight Simulator or even The Sims. There is absolutely no end goal to these, but I would still call them a game.


And I kind of find your anger at the title to be a bit silly. 'Starbound' just means travelling to the stars, which you do. It doesn't imply space combat, or anything really, besides the fact that you're out amongst the stars, which you are.
I don't think every game needs to have a super literal descriptive name. It would just sound like dumbing down.

Starbounds big issue is that its development took an exceptionally long time, dev choices often went around in circles, or did little to add more exciting gameplay. The length of time between updates was also a big dampener on spirits as the game got stale in the interim and it seemed like nothing was being worked on, although there were nightly test-builds released.

There were also issues about a heavy-handed storyline being shoe-horned into the progression system which forced people to partake and hindered their personal roleplay. Add on the fact that the story missions were at first super laggy and really disrupted multiplayer servers.

Then finally there were real community issues with the devs.
At a time they were actively banning any criticism they recieved on their forums.
And for the longest time they refused to listen to overwhelmingly negative feedback on certain design choices (in particular an ugly image of an AI horse head).

None of this makes Starbound an inherently bad game. But during it's several year long development it was a headache for those following.
And it's also just difficult to maintain your level of excitement over several years, and there's almost no anticipation if people have been playing it that long too.

There are devs that take a long time and do good things, like those from Project Zomboid. They recently updated to literally quadrupled the resolution of every texture in the game, which was pretty awesome.

Then some devs, like those from Overwatch, add pointless garbage the whole time so they have an extremely shallow and short game with a lot of cool props that might get used one day.

edit: lol I meant Overgrowth, which has been in development for more than 8 years and doesn't even have a point yet. http://store.steampowered.com/app/25000/
« Last Edit: July 28, 2016, 06:33:25 PM by McZealot »

It sounds a little elitist in some way to say a game with no end goal isn't a game.
By the definition I operate on, a game is an experience where a player must overcome challenges in order to succeed. Succession requires there to be a goal to show that you are progressing.

Terraria doesn't have an endgoal either (there's a steady progression to the game but you can stop wherever you like).
I haven't spoken about Terraria here, but I did tell others today that I really don't like it.

Your rule also completely throws away Sandbox games, like Blockland and GMod, or Simulators like Farming/Flight Simulator or even The Sims. There is absolutely no end goal to these, but I would still call them a game.
In my view, while they are fun experiences, they aren't technically games. They go beyond games and are more like digital toyboxes. Fun, but lack a critical element which many players (like myself) need in order to keep engaged in the experience.

I call it the "Minecraft Problem", since these types of experiences (called "games" because no other more appropriate label currently exists) require the player to bring forth their own motivation and goal to the experience, which means that the developer can only guess what might be challenging, which in turn means that a player may feel no sense of progression if the challenge doesn't align with what their goal is (example: the creatures can't hurt you if your goal is to build a house in creative mode, so what challenge is there left except for making it look good?).

And I kind of find your anger at the title to be a bit silly. 'Starbound' just means travelling to the stars, which you do. It doesn't imply space combat, or anything really, besides the fact that you're out amongst the stars, which you are.
I don't think every game needs to have a super literal descriptive name. It would just sound like dumbing down.
That one was a bit stupid and I was just reaching for some kind of joke but it doesn't payout well.

I can get into a game of Terraria really easily, everything just fits to me. However whenever I try to play Starbound I just get extremely bored really quick. When do you guys think it gets fun?


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I guess the memes about me will never end.
OT: I stopped playing because I got bored and I've been hearing bad stuff about it. I may play it eventually to see how it is, but for now I'll just refrain from playing.

My main issue with starbound is the fact its so short.

you can get top tier armor very quickly and the "main storyline" involves nothing but 5-6 "scan x amount of specific objects belonging to Y race" and then a decently well made mission in between those, except the missions are honestly easy as forget.

I was really hoping there would be more beyond the ark, but from what it sounds like, you just fight the final boss and thats it, game done, congrats.

then theres not really much point to continuing since you already have scavenged the best gear you can get (not to mention the two best swords you can get in the game can either be crafted or are given to you right at the end of the game)

The game honestly in its current state feels like what the beta should've actually been. This is what the beta should've been instead of the 3 different iterations of the same game system we got in the beta. Now we've got a solid game system, but chucklefish needs to beef up the content more to make it actually last.

I can get into a game of Terraria really easily, everything just fits to me. However whenever I try to play Starbound I just get extremely bored really quick. When do you guys think it gets fun?
I had the opposite experience. I'm too dumb for Terraria.

I also didn't get the sense that Terraria had any overarching lore or story, and I really like that about Starbound; getting to learn things about the universe I'm in pretty much as long as I play it.
I loving love Starbound's wiring system, I think it's perfect.
The progression always felt natural to me. I guess that's a big part of my enjoyment.
Also, I'm pretty sure that I've been to at least 500 planets and I still kept on finding new stuff. That's big for me.
Somebody on here complained that traveling the universe felt like a minigame, and I have to disagree.
I haven't finished the story this time yet (it'll be a while before I do, since I suck) but I do get the concern of having a linear story in such a vast universe. That's a totally valid complaint.
But it's totally useless to bitch about the production timeline. I played it for 750 hours before 1.0 and didn't feel like I was missing out because the devs were slacking (and I know I bring this up every time).
They hit 1.0, and though a couple things do feel rushed, particularly the jump height nerf. While it may be deserved, many structures would benefit from a slightly higher base jump height instead of having the double jump as a crutch.

By the definition I operate on, a game is an experience where a player must overcome challenges in order to succeed. Succession requires there to be a goal to show that you are progressing.
I haven't spoken about Terraria here, but I did tell others today that I really don't like it.
In my view, while they are fun experiences, they aren't technically games. They go beyond games and are more like digital toyboxes. Fun, but lack a critical element which many players (like myself) need in order to keep engaged in the experience.

I call it the "Minecraft Problem", since these types of experiences (called "games" because no other more appropriate label currently exists) require the player to bring forth their own motivation and goal to the experience, which means that the developer can only guess what might be challenging, which in turn means that a player may feel no sense of progression if the challenge doesn't align with what their goal is (example: the creatures can't hurt you if your goal is to build a house in creative mode, so what challenge is there left except for making it look good?).
That one was a bit stupid and I was just reaching for some kind of joke but it doesn't payout well.

Theoretically any game is endless and therefore just a digital playground. Being able to play curling with the Gravity Gun in Half-Life 2 isn't a selling point or something you're intended to do, but whether intent of the creator matters depends on the person playing the game. Personally I don't think it does, because fundamentally the creator does not imo have the right to say that the feelings you got from your experience or the experience itself when talking about video games were wrong.

Theoretically any game is endless and therefore just a digital playground.
Video Games aren't the only types of games; they're just an application of technology.

Chess (take the other player's King piece), Football (finish the game with the most points), Texas Hold 'Em (be the last standing player) and so on all have very definite ends goals. The same goes for games like Super Mario Bros. (finish all the levels), DOOM (in multiplayer, the game ends when somebody makes enough kills or the timer expires), Need for Speed: Most Wanted (finish all the races in first) and so on.

Yes, you can restart a game, or play from a point of the game where you left off, but that doesn't mean that the game itself doesn't have a definite end.

Being able to play curling with the Gravity Gun in Half-Life 2 isn't a selling point or something you're intended to do, but whether intent of the creator matters depends on the person playing the game.
You said it yourself; it's not a part of the intended game experience and so therefore it doesn't actually change the "game" at all; it just gives the player something else to do in the space of a game. In Soccer, players often do dances when they successfully score, and some players might play really slowly if they're winning and want to prevent the other team from scoring if they are close to the end buzzer. Those aren't intended parts of the game, but they don't prevent the game from continuing on once the players are ready either.

A player may choose to bend and modify the rules to their heart's content, but that isn't part of the main game experience that has been selected by the designer for the player to play and it's something you must actively make a choice to do. When you're finished doing that activity, the actual game experience will still be there waiting for you.

fundamentally the creator does not imo have the right to say that the feelings you got from your experience or the experience itself when talking about video games were wrong.
The Game Designer has a responsibility to build an experience that teaches you something (a skill, some theory or whatever), and to accomplish that, we make a goal and introduce challenges that prevent a player from achieving that goal until they can successfully learn and demonstrate whatever the game designer wanted to teach.

The Game Designer doesn't have any right to comment on if the player is "playing their game wrong", since there's no such thing. In that case, it means that the designer failed to make the rules clear enough.

If you enjoy a part of the game that's not intended (as I have done a lot in the past), that's fine. That doesn't change the fact that games, as there core, about about progressing against the odds towards something specific, because that's at the very core of how we as humans operate. We are always giving ourselves goals/things to do because we don't like wasting energy, even if "something to do" means sitting on a couch napping or watching TV.
« Last Edit: July 28, 2016, 09:23:20 AM by McJob »

very interesting stance to take on forums for a sandbox game with no end

very interesting stance to take on forums for a sandbox game with no end
I came to the forums for the people, not necessarily for the game.

When I do "play" the game, it's either because I want to just waste a bit of time while waiting for something to happen (such as waiting for a phone call/email or for a TV show to start), because I want to just chat to people and the forums has gone quiet (there's a fair few servers where you can just idle and chat people and nobody seems to mind) or because my friends are playing and I'd like to do some stuff with them.

I couldn't justify playing Blockland on my own with a dedicated interest because it's essentially just a glorified version of LEGO Digital Designer, and I'm truly pathetic at visual design so anything I make looks stuff, and I can't get motivated enough to commit to practising. Since the game doesn't have an actual in-built progression curve for learning how to build aesthetically pleasing things (and how would you even accomplish that as a designer?), it's just not what I want to invest my time in when I could be playing a game like DOOM which encourages me to increase my hand-eye coordination, accuracy and reflexes.

imo starbounds alright

the new update got me playing again, and i'm past where i left off previously
took chuckleforget long enough though

chucklefish? more like chucklefu-
took chuckleforget long enough though
forget you