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Droqen: "It's been said, and echoed, that it's a game you have to experience for yourself.
I guess I believe that. :)"
Not quite the same as "insisting you have to play it blind". I agree with you that "like chess, it's a game of mastery, not discovery". Succinctly put! If you poke through the community discussion here on Steam I think you'll find some of the dialogue you're looking for, and here's a post by another designer on the topic: http://mightyvision.blogspot.ca/2013/07/starseed-pilgrim.html
"my enjoyment has nothing to do with figuring things out myself"
It's interesting that you make this point before mentioning that the game is similar to a roguelike. Roguelikes were the earliest videogames where 'spoilers' were something people talked about; since learning from your own mistakes and building up an understanding of a game's parts and pieces and how they work are an important part of playing many roguelikes (through trial and occasional error), spoilers were considered cheating by some. It's the equivelant of playing games with a walkthrough guide or whatever today.
Just because the game itself isn't full of exposition doesn't mean people shouldn't talk about it, or it's secrets shouldn't be shared. Hopefully those who are frustrated with a lack of direction are able to get the help they need from other players in the community.
My disappointment is that one of the best designed games I've ever played missed its potential to become an indie hit due to to misperceptions reinforced by the reviewing community, which ironically was trying to praise it.