i am asking about the differences between minecraft and terraria and your opinions on them C:
OK SO,
minecraft and terraria are like, its the meme you compare them to eachother. Terraria is just 2d Minecraft and Minecraft is just 3d Terraria. and obviously and especially in a modern era, its completely untrue. both games have advanced so much over the course of years of updates, final or no, all changing the games and making them each far different. so while I don't really think 2D Minecraft meme holds up, i think it makes for a really good point of comparison. Both between how two very similar games can be different, and how they can be used to understood the other.
So, you boot up your game. Make a new world, first tasks: chop wood, make shelter, survive the night, explore a bit, and eventually start mining to get better tools and armor. Awesomesauce. I just described the early game of both of the games.
I think a lot of those surface connections can really stick out with people who don't know one or the other. And by that I mean people who don't know Terraria, lets be real, the meme is 2D Minecraft for a reason.
With time, however, the differences have grown a lot more... integral. A lot more obvious, both between the community culture, the updates made to either game, and the modding culture.
Minecraft is a sandbox first. There's not a lot of hard and fast goals one needs to do. Sure, there's some direct accomplishments: finding diamonds, reaching new dimensions, beating the wither and ender dragon, finding the end city, getting an elytra whatever. But those goals are rarely the actual topic of the game for people. Just wandering around, making cool builds, playing with friends or on servers, making farms, doing whatever the hell you want. that's the ultimate goal of Minecraft. Theres only a few weapons, tools, and armors really, but absolute slews of decorative blocks, tons of avenues to explore creativity, a fully in depth redstone logic system where people have built computers. The game is built for creatives and community.
And this reflects in the community. A lot of servers use Minecraft as an engine really, Mineplex and Hypixel with minigames from build this thing, to Tower Defense, and Hunger Games. While theres a PVP culture of course, a lot more of the community tends to be focused on things like building and exploration. The modding community too. There are mods which add more elaborate combat systems or linear progressions like Pixelmon (there are other examples i just don't know them), but for the most part they affect some little silly things or add more creative avenues. Biomes o plenty, Food+, Archeology.
Now Terraria has a lot of similar ties with the sandbox part. There are of course aspects built for builders, and it does a lot of favors to the creative community. That said, the games ultimate focus is being a nonlinear RPG. The goal of Terraria is beating the game. Starting at the mythed Eye of Cthulhu (or King Slime if your special) and getting better gear to beat each new boss in order. The idea is for progression to be a lot more written down, a lot more present. You don't *have* to beat the eye. You don't have to do anything, you can sit in pre boss and build wooden cots all day and have fun like that. Unlike Minecraft though, the progression is built to be off beating bosses. You can get better loot, better materials and gear with each boss you fight. Theres hundreds of different swords alone, let alone armors and weapons for other classes — theres classes. Terraria is a sandbox, but its mainly focused on being an RPG as well, opposed to Minecrafts RPG elements.
And this is shown in the community as much. Yes there are diverse building communities, who build absolutely amazing things. People build some crazy stuff in this game. But a lot more focus is its combat, the difficulty of the game, of the progression. The mods made for this game — Calamity, Thorium, Split, Ancients Awakened. They all focus on adding more bosses, adding more difficulty, making the game harder, more challenging. Even mods like Fargo's do all of that while reducing out of combat grinds. People no-hitting bosses under more and more difficult circumstance is mainstream. And while I want to beat the larger terraria community with a baseball bat, it encapsulates how the different avenues it allows but more importantly focus on really provide unique directions for whatever community exists under it.
Obviously, neither is right or better. Both are games people like. I like Terraria, and theres a damn reason Minecraft is so popular. I just find it really interesting to actually fully compare the two in that space. What makes them truly different, and how that affects the community perception of both games. Because they're both great games (most of the time), so analyzing why they're different, and what makes one or the other better for different people can be incredibly valuable to learning more about what works, and what can be taken away from them.
I think it makes a really good case in point about how like, two games can be really similar in concept, but diverge in small to large concepts in ways that work incredibly well for both games, and being very distinct from one another.
While I'm personally more partial to terraria (despite its. yucky. flaws.) i know that is absolutely a personal thing. i enjoy having a solid line of progression, not one that I Have to do, but that gives me a defined sense of something to and work for. and theres a lot of steps and progressions I can do along the way in whatever order i want along the way. And I know some people like having the opportunity to just make their own direction without constantly wading over whatever video game restrictions. and— yeah its a sandbox game first! minecraft building has practically become an art form, and that's really cool. the open endedness and creativity obviously works for a lot of people! and i just find that really cool, minecraft has become such an amazing staple in pop culture I think.
im. im done this post will devolve immensely if i keep going
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Really fucked up that, when they’re young, Patrick and Art are SO tactile with each other, so comfortable sharing the same space. Art lets Patrick touch him and move him and physically overwhelm him and easily acquiesces to it, if not outright enjoys it.
Then in the present, they’ve been so far out of each other’s orbit for so long, held such animosity that when they have their moment alone in the sauna, Art physically recoils from Patrick’s close proximity! It’s so painful to watch because even as Patrick’s goading him, it’s so obvious he wants to be able to get back into Art’s space. But Art has erected all these walls around himself, he refuses to give Patrick an inch or even admit to missing how close they used to be!
AND THEN we see Art and Tashi later and he wants her to hold him, to be gentle with him, and just TOUCH him. Like, he does miss that kind of close physical contact! He either doesn’t know how to ask for it or is uncomfortable being that openly vulnerable. Worth noting that he pretty much always defers to Tashi in regard to initiating physical intimacy (with their first kiss, though he does state his desire, SHE has to be the one to make the first move). And it seems pretty obvious that Tashi herself isn’t comfortable providing that intimacy, whereas Patrick actively seeks to provide it (the hug/forehead kiss after their win together in the early years, dragging the stool closer to him).
Art has tried very hard to act like he doesn’t need physical affection and even though his discipline and devotion to Tashi has made him a stronger tennis player, it’s made him a hollow person, which, in turn, has kept him from becoming a GREAT tennis player.
All of this, of course, is why the ending hits so damn hard.
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