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Game Design Perspective: Stardew Valley (2020)

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Re: Game Design Perspective: Stardew Valley (2020)

#41
I really like the story of how Stardew Valley was created. Programming, music, writing and art was all created by a single person. It started as a project by an unemployed man to improve his programming skills.

The game is just so warm and heartfelt and it feels like the author's personality and vision really shines through. I wonder if it's possible to make a game of this quality by a team of people or if it some aspects of the game will suffer.

Some documentaries about how the game was made:

https://www.youtube.com/watch?v=9YqdutJLIi8 https://www.youtube.com/watch?v=4-k6j9g5Hzk

Re: Game Design Perspective: Stardew Valley (2020)

#42
post #15

I didn’t like Stardew Valley because I thought it was one of the most stressful games I’ve ever played. It gets a reputation for being relaxing, but I felt like the timer plus the variety put a lot of pressure on me to play efficiently and maximize each day. Was I just playing the game wrong?

The timer prevents the player from performing the same task endlessly. Even trying to do the same task every day of every season is likely impossible. I like the timer, because I felt like it forced me to pick new things and explore every morning.

Re: Game Design Perspective: Stardew Valley (2020)

#43
post #41

I really like the story of how Stardew Valley was created. Programming, music, writing and art was all created by a single person. It started as a project by an unemployed man to improve his programming skills. The game is just so warm and heartfelt and it feels like the author's personality and vision really shines through. I wonder if it's possible to make a game of this quality by a team of people or if it some as…

This is cool to read. I'm about 6 months in making a game 99% myself, full time. Writing all the code / making all the 3d models / sfx / marketing etc. A friend has recently been helping me with music. Reading what you just said is heartening, I've received some shade about how inefficient it is to do it this way.

I chose to do that so my vision would shine through (and so the art style would have some core consistency!). It's still an open question if society will appreciate what I can deliver enough to support me continuing to do it.

It's an interesting feeling to be in the midst of it. ~Every other day when I post a little 30 second video of progress on twitter, it's like a question to society asking if I'm good enough, if I should be allowed to go to the dentist, maybe buy new glasses some day as a reward. Is my mettle enough to survive without evermore accepting the indignities that come with fealty to someone else's banner? Someone else's dreams? The trickle of likes and follows have been a resounding "maybe! We're bewildered but intrigued. Keep going!"

It's like a super position between a catastrophic, financially ruinous midlife crisis -- or being some eccentric who knew he would be alright all along. Just between you and me, it could go either way. Reality will write the label.

While the uncertainty is kind of fun, I'm really excited to be nearing a moment to get a firmer answer. It's hard to imagine any answer could get me to stop tbqh.

Re: Game Design Perspective: Stardew Valley (2020)

#45
post #4

Variety? Now do rimworld.

I really wanted to get into Rimworld, but it mostly felt like a stripped down Dwarf Fortress... Even so, the base building was fun, the endless raids less so...

I think for some people that's the appeal: they want Dwarf Fortress style storytelling but the game's UI/graphics/etc are too difficult to learn/understand. So they are willing to give up some complexity of interactivity and world for a game they can play.

Re: Game Design Perspective: Stardew Valley (2020)

#46
post #5

Earlier quoted context omitted.

To apply what you're saying to a different media. I was a big star trek fan growing up. Around the time of enterprise, then going on to the reboot and new series i'd lost interest in star trek. The series changed in ways I didn't enjoy. Not to bash on them in any way and getting to my point. I've been recommended The Orville a bunch lately. After hearing what it was, I wasn't really interested, but finally i was push…

I have to agree with both your general point and your specific regarding The Orville. I wasn't excited to watch it, because I don't find McFarlane funny (as a writer/showrunner and especially not as an actor), and because I think I've only ever enjoyed maybe one sci-fi parody ever. (2 if you count MST3K as "sci-fi"..?) But my wife wanted to give it a shot because she's such a sci-fi nerd (even more than me), and you'…

I'm not sure I'd class it as a parody but in case you haven't seen it Red Dwarf is a brilliant sci-fi comedy from the BBC in the mid-90s. It declines a little as seasons go on but the first few seasons are well worth a watch for a sci-fi fan.

Re: Game Design Perspective: Stardew Valley (2020)

#47
> farming, fishing, foraging, fighting, and _fmining_

This little easter egg really got me. Well done.

I've never played, but having seen some of the community interaction [1] that goes on with the developer (@ConcernedApe)[2], it occupies a strange little heartwarming place in my head.

[1] https://twitter.com/ConcernedApe/status/1341187588082683905 [2] https://twitter.com/ConcernedApe

Re: Game Design Perspective: Stardew Valley (2020)

#48
post #17

Earlier quoted context omitted.

The game doesn't do a good job of explaining this, but, there is almost no benefit to min-maxing it. Absolutely nothing is gated off by taking your time to do it. If it takes you seven in-game years to finish the community center, there's no downside. It's a common misconception that you need to complete everything as quickly as possible. I think this stems from the fact that after your second year you get a kind of…

I just wish time went a _bit_ more slowly, or there was some mechanic to slow it down.. the first day of the season, even with coffee, I'm always rushing to get a 300+ crop farm re-tilled / fertilized / planted in time. I know that min-maxing isn't really necessary, but there's a part of me that can't stand not getting everything done on the first day (which can mean the difference between 2 and 3 harvests in a seaso…

It sounds like you're playing this as you would code at work. Optimize, maximize, automate. Stardew valley is not factorio :p

Re: Game Design Perspective: Stardew Valley (2020)

#49
post #32

Earlier quoted context omitted.

I just wish time went a _bit_ more slowly, or there was some mechanic to slow it down.. the first day of the season, even with coffee, I'm always rushing to get a 300+ crop farm re-tilled / fertilized / planted in time. I know that min-maxing isn't really necessary, but there's a part of me that can't stand not getting everything done on the first day (which can mean the difference between 2 and 3 harvests in a seaso…

There are mods that gives you as much time as you want.

This mod, together with save anywhere and lookup anything makes the game much more relaxing

Re: Game Design Perspective: Stardew Valley (2020)

#50
post #40
post #15

I didn’t like Stardew Valley because I thought it was one of the most stressful games I’ve ever played. It gets a reputation for being relaxing, but I felt like the timer plus the variety put a lot of pressure on me to play efficiently and maximize each day. Was I just playing the game wrong?

I agree with your sentiment. I saw an RPG for sale and one of the reviewers said the quests had timers. ugh. I do understand that some experiences are heightened by conflict or urgency - but if you've been gamed all day at work with those experiences - maybe just taking the time to be aware and explore is what you're looking for.

IIRC that's just for daily quests, which usually only give money as reward.
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