Special to Game Losers by B. Pearlstein
About a month ago, I bought Starbound in its beta stage through Steam Early Access. It’s a game that’s been called a Terraria clone, not at all unreasonably: you explore procedurally generated 2D worlds, collect materials, and use them to craft survival gear and build shelters. The central thematic difference is that Starbound’s narrative and aesthetics are distinctly sci-fi, with players traveling from planet to planet. I haven’t played Terraria, so I went into Starbound with an interest in the premise but no idea of whether or not I’d enjoy the gameplay.
It turned out that I did, probably more than was good for me. On several occasions, I tried to play “a little” Starbound at night, and stayed up until morning. I’ve explored the mod forum and downloaded a few mods, giving me a wider range of planet types and craftable objects, but that was after I was already thoroughly hooked.
One evening, though, after I had played about 35 hours of Starbound, I realized I wasn’t really feeling excited or entertained. There’s a turning point that occurs for me, and I suspect for others, after I’ve played a game I love for a long enough period of time. The gameplay I used to find so compelling begins to feel like going through the motions in a joyless series of chores. The only way I’ve ever found to reverse this is to put the game aside and return to it months or even years later, when I’m no longer jaded to it. This is a big problem with games that are designed to be played daily, like the Animal Crossing series or virtual pet websites, because the player is punished for inactivity with negative consequences in the game world. The longer you go without playing, the worse things will be when you decide to play again – which can discourage players from returning at all.
The gameplay genuinely is repetitive, owing to the fact that the player is encouraged to spend a very large amount of time hunting and mining. Like Terraria and Minecraft, Starbound places heavy emphasis on mining the land for mineral resources, depleting them, and moving on to repeat this in a new area. Manifest destiny. Starbound takes this a step further: you can essentially empty out whole planets, and this is presented by the gameplay as an effective strategy. The backstory provided for the human race in Starbound states that the nations of Earth went to war over the limited resources in their solar system, which almost feels like a sneaky criticism of the game’s structural principles. But then the problem was made irrelevant by a giant space tentacle hitting Earth until it blew up. Oh, well. Continue reading On Stopping to Smell the Venomous Alien Roses