Posted October 01, 2022
A lot of games like to frontload their best content. It's an echo of the arcade era of games, where a game would introduce the premise, get you eased in, then cut you off so you'd slam more quarters in hopes of having that game return to that nice medium fairness.
Here's a long example:
Starbound: If you play the introductory mission of Starbound as it is today, you'll be given a bright colorful tutorial to get used to the controls and "quirks" of the game's engine. Just as the mystery gets going, you get dumped onto a planet and have to grind your ship back to functionality.
Back in the Beta, this used to be an organic process. You'd build a distress beacon, and summon the first boss. Kill the boss, and you get the thing you need to repair the engines. Mazeltov. Nice and organic.
In the Release, you have to commit to finding 20 of something deep within the planet so you can activate a gate that's on the planet's surface, so you can have your ears talked off by lady exposition dump. Then you have to scan things around the outpost before you finally get the instanced mission added to your computer.
The mining facility arguably isn't a bad dungeon, but having to do it and the others every time you spin up a new universe (and having to do the mine for every character) wears out the charm quickly. There are hints of interesting lore, but those are just the skeleton of a form the game once was.
After your ship is brought to function, in the beta the gloves are off. Universe is your oyster. Progression is gated though needing materials for advanced crafting tables. In the Release, you need to...commit yet another scanning mission on one of the species of the universe who only sometimes have a chance of appearing on planets you visit because the developers forgot to implement a planetside scanner.
Repeat 5x times, with each dungeon being worse than the previous.
At the end of it, it just leaves you wanting the story over even though there's no urgency.
Here's a long example:
Starbound: If you play the introductory mission of Starbound as it is today, you'll be given a bright colorful tutorial to get used to the controls and "quirks" of the game's engine. Just as the mystery gets going, you get dumped onto a planet and have to grind your ship back to functionality.
Back in the Beta, this used to be an organic process. You'd build a distress beacon, and summon the first boss. Kill the boss, and you get the thing you need to repair the engines. Mazeltov. Nice and organic.
In the Release, you have to commit to finding 20 of something deep within the planet so you can activate a gate that's on the planet's surface, so you can have your ears talked off by lady exposition dump. Then you have to scan things around the outpost before you finally get the instanced mission added to your computer.
The mining facility arguably isn't a bad dungeon, but having to do it and the others every time you spin up a new universe (and having to do the mine for every character) wears out the charm quickly. There are hints of interesting lore, but those are just the skeleton of a form the game once was.
After your ship is brought to function, in the beta the gloves are off. Universe is your oyster. Progression is gated though needing materials for advanced crafting tables. In the Release, you need to...commit yet another scanning mission on one of the species of the universe who only sometimes have a chance of appearing on planets you visit because the developers forgot to implement a planetside scanner.
Repeat 5x times, with each dungeon being worse than the previous.
At the end of it, it just leaves you wanting the story over even though there's no urgency.