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Game Design Perspective: Stardew Valley (2020)

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31–40 of 63 posts

Re: Game Design Perspective: Stardew Valley (2020)

#31
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 am the exact same way. It always gives me intense anxiety.

Re: Game Design Perspective: Stardew Valley (2020)

#32
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…

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

Re: Game Design Perspective: Stardew Valley (2020)

#33
post #26
post #21

Earlier quoted context omitted.

Are you talking about the day/night cycle or the 2-year "timer" before you get evaluated? Once you get evaluated at the end of two years you can get re-evaluated whenever you want and you can still get the reward for the highest evaluation tier. You don't lose anything from not getting the perfect evaluation the first time.

The day/night cycle. I don’t think I played until the end of year 2. It felt like every day was just managing my crops as fast as I could, then running straight to the mine and getting as far as possible before the day ended. Days where it rained were a relief. Maybe I just planted too much

I quit Stardew the first time for the reason you just said. The day/night cycle was unforgiving.

I started it again a few weeks ago when 1.5 came out. This time I'm using mods. I usually avoid mods because it feels like cheating, it doesn't feel like an accomplishment to succeed at an arbitrarily modified version of a game.

But since this game isn't competitive, and mods make the difference between having a game to enjoy and skipping it altogether, I have no problem with mods. There's one that lets you pause/unpause the day so it can be as long as you want.

Re: Game Design Perspective: Stardew Valley (2020)

#34
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?

Yeah. Don't try to max everything. Take your time. I have never used a wiki while playing and really enjoyed spending a few hundred hours just discovering things.

Re: Game Design Perspective: Stardew Valley (2020)

#35
post #4

Variety? Now do rimworld.

Hey there, author here. We took a look at Rimworld on our podcast (https://www.pixelatedplaygrounds.com/bookclub/rimworld - gif art by me). Loved that game - it was on my top 10 games list a couple years back. Its focus on storytelling really sets it apart from some of the other base-builders.

Re: Game Design Perspective: Stardew Valley (2020)

#36
post #17
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 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…

> But this doesn't matter since you can choose to get graded again whenever you want!

I don't think this was true in the original release of the game, which may be why early players felt pressured.

Re: Game Design Perspective: Stardew Valley (2020)

#37
post #36
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…

> But this doesn't matter since you can choose to get graded again whenever you want! I don't think this was true in the original release of the game, which may be why early players felt pressured.

The re-grading capability was added within two weeks of the game's release in early 2016. Only the VERY earliest players would have been affected.

Re: Game Design Perspective: Stardew Valley (2020)

#38
post #19

I used to be really into strategy games. When Starcraft 2 came out, I went hard on the competitive ladder. Then I got my first management job, and overnight I felt like I had no energy to play strategy games anymore. I found I needed to play FPS games to relax, which I had never done before. It was comical how immediate the switch was. In the past year, I've taken a sabbatical from work in a conscious attempt to slow…

Exactly the same thing happened to me! I only used to play games like civilization, XCOM etc and had zero interest in shooters. Now my job includes management and got a lot more stressful and I also got into FPS for the first time ever (Half Life 2). I’m absolutely terrible at it but having to think less makes it much easier to focus on when I’m tired.

Re: Game Design Perspective: Stardew Valley (2020)

#39
post #37
post #36

Earlier quoted context omitted.

> But this doesn't matter since you can choose to get graded again whenever you want! I don't think this was true in the original release of the game, which may be why early players felt pressured.

The re-grading capability was added within two weeks of the game's release in early 2016. Only the VERY earliest players would have been affected.

Ah, OK; I didn't realize that change happened so early.

Re: Game Design Perspective: Stardew Valley (2020)

#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.

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