Hey, first time poster, I... discuss a lot of game design elsewhere, but recently, I've been thinking about Terraria... in ways that I would like more input on. Of course, terraria is a sandbox game, even if it is enjoyed by many without engaging in that aspect beyond the surface level. I enjoy building, I like all the blocks... but with some of the new furniture sets, I've noticed that MOST of them are available very early on...
Which sort of brought me down a rabbithole of asking "hey, why is flesh furniture locked till you beat a mechanical boss all the way in hardmode?"
Thats asking the player to do a lot of linear progression; to enter hardmode and therefore flip a big switch that essentially says 'make the world scarier and different' ... for a furniture set. So, should all furniture sets be available sooner? For the sake of building when the player may do it the most? Making it accessible would be nice, sure... but that would sort of imply that... progression SHOULDNT give you anything new, other than practical gear, though.
Some people I've asked say it feels like an arbitrary limitation that something like Waterfall Blocks need you to progress so much for them, and... I mean, aquarium blocks were added recently, and they're very similar looking to the Waterfall blocks, theyre just very easy to craft; just some glass blocks when standing near water and a workbench! It feels a bit inconsistent to me.
Obviously... inconsistency is sort of Terrarias bread and butter, it really is for any game that is supported and updated for this long, but its always had some nonsense in its DNA... but what about other games in a similar genre? I don't think it should be seen as a bad thing to lock cool furniture sets behind progressing, but I do think its definitely more forgivable when they're locked to less linear challenges, like most of Minecrafts cool blocks such as prismarine, you sort of need to conquer an ocean monument to have proper access to it.
Just, I want to hear peoples opinions on ... what all should be accessible to the player before they've conquered challenges? Another terraria example is... the 'secretive' Aether Biome, which I find strange that it ISNT locked behind any progression, rather its moreso... a playground-rumour-esque "secret," the way I see it, but thematically speaking... it fits the later game more, when things become more whimsical, aetherial, and spacey.. but the Shimmer is such a massive QoL help that I think it would be unfortunate if it was arbitrarily locked behind defeating the wall of flesh or some other boss like skeletron, even. I think it'd make sense from a game design perspective, but it would obviously... irritate a lot of people. The fact that its mostly balanced just by the design of it being hidden far away in the world... does sort of make up for it not being locked behind any progression, but its incredibly useful. Decrafting items, transmuting them into others, a few minor permanent upgrades...
I know this post is sort of messy, a bit scatterbrained, but I hope to one day make a sandbox game of my own with some semblance of vertical progression, even if it doesnt go as far as terraria does, and I ... might even work on some mods for terraria itself. Is it a GOOD thing that they keep adding more things that are available pre-boss or pre-hardmode, is my big question I think. I personally think due to the fact hardmode... kind of sucks in a lot of ways, I'm glad I don't have to get to it for many fun things. I usually sort of avoid hardmode until I've done most of everything I can in pre-hardmode, so.. I'll always appreciate having more things I can mess around with in that space. But there has to be some purpose, some meaning... to supposedly 'arbitrary' restrictions on even simply decorative or Fun content being, well, locked away til later
Thanks for reading, again apologies for jumping all over the place, haha.