Farm-Sim Annoyances
Although I am continuing to play Stardew Valley, this experience is reminding me of design annoyances frustratingly common to the genre at large. Non-exhaustive list:
Challenge/Interesting Decisions are Front-Loaded
When you first begin any farm-sim, you have a mountain of dilemmas to resolve. Which seeds do you buy first? Do you focus on fast-growing crops to maintain cash flow or do you invest in long-term payoffs? Should you spend time clearing the farm, foraging for extra crops, mining for ore, or fishing? Do you spend your first wave of cash on building a Chicken Coop or buying more seeds? Do you focus on trying to complete the Community Center (or equivalent) in Year 1, or save that for later?
As time passes however, an inflection point is reached and things only ever get easier. Early investments in more passive income streams (Beekeeping, Animal Husbandry, etc) and Sprinklers free up all your time to do… nothing much. I mean, you could spend more time foraging/fishing/mining, but those activities were typically required to get you to this point in the first place, so they themselves may not be relevant anymore. While there may be endgame goals that require substantial amounts of cash, its achievement ends up largely a function of pressing the Sleep button over and over.
Robust (but Pointless) Cooking System Locked Behind Midgame+
It boggles my mind how consistently farm-sim games lock Cooking behind expensive home upgrades. Then comes the double-whammy of most recipes being a net-loss of income compared to just selling the ingredients – nevermind the opportunity cost of the home upgrade itself! Even worse, by the time you unlock the ability to cook, have the proper ingredients, and learned the recipes, the buffs (if they even have any) and Energy gained by consuming a cooked meal are largely irrelevant due to farm automation and/or character progression. In the Summer, I would frequently leave my farm with 50% Energy or less from watering crops. By Fall, I would leave with 100% Energy and have nothing to do to meaningfully “spend” it even outside the farm.
My assumption is that these game designers are afraid that making Cooking profitable will turn the farm-sim into basically a cooking-sim. Or perhaps Cooking itself is only intended to be another “Community Center”-esque achievement grind and/or money-sink. Nevertheless, it always just feels bad to be generating hundreds of crops and just throwing them in a bin because there is no reason to, you know, combine resources together.
Intentionally Limited Inventory Space
Managing inventory space is a key activity in several genres, but none feel so much like a punishment than in farm-sims. The primary problem is that you are typically restricted to a small amount backpack space and then given a dozen or more different crops that can have 3-4+ different quality outputs on top of tools, forage items, etc. There might be an argument that this leads to “interesting decisions” in whether to trash one item over another, but considering that this issue often appears even when on the farm, all it amounts to is an incredible annoyance of running back and forth.
Non-Trivial Amount of Trivial Combat
One of my deep-rooted disappointments in the genre is usually how little care is given to the combat side of the game. Now, yes, this is a farm-sim and not an Action RPG. And yet almost all of them feature monsters you must defeat in the Mines while you dig for ore. Presumably this aspect is included to make digging for ore more stimulating, but you know what would be even more stimulating? Supporting what ends up being 40% or more of the gameplay with some character progression.
Maybe getting random gear drops with different stats and abilities would feel a bit out of place in something like Stardew Valley – running around in plate armor isn’t quite the vibe it’s going for. Then again, there are a bunch of different weapons with stats, including weapon speed, crit chance, crit power, defense, rings with powers, and so on. Sophisticated gear systems aren’t necessary in every farm-sim, but if you are going to ask the player to engage in combat for 30+ hours, please make it a bit more meaningful than pressing left-click with the same weapon the entire time.
Tool Upgrade Timeout
The amount of necessary planning that goes into tool upgrades is quite absurd. Like, I’m never excited about upgrading my Watering Can or Axe. Instead, I’m meticulously scanning the calendar and weather report to gauge when I can safely forgo the tool for two days. And, inevitably, the next morning I realize that I needed some extra Hardwood or dig a patch of ground or whatever, and then become sad.
“No big deal. Upgrade the Watering Can the day before rain, go mine while your axe is in the shop, etc.”
Yeah, I get it. But… why have the mechanic in the first place? The verisimilitude of upgrading is too important to compromise, despite the fact that you can otherwise craft complex machinery instantly next to a wood chest? Perhaps it is to engender a sense of anticipation for how much more of the world the upgrade will unlock? I can see that… for the first upgrade tier. After that, the Watering Can becomes useless as you craft Sprinklers all over your farm, and the minute energy-per-swing savings from Axe/Pick upgrades is moot as your increased energy maximum (and ability to actually cook food) makes time-in-day the limiting factor.
I had some more annoyances written out, but I realized that many of them have become mercifully moot over the past few years. Sun Haven, in particular, slaughtered a lot of the sacred cows like only being able to Save the game when the day is over. The My Time at [X] games features a more robust combat system with more incremental gear drops. And so on. I remember reading a few days ago about another farm-sim game (whose name escapes me now) that would allow you to borrow a basic replacement tool while yours is being upgraded in the shop. Brilliant, if true!
There is a case to be made that the player friction created by some of these design decisions are integral to the fun. For example, if you could cook your first wave of crops into tasty Energy food, the entire “Energy economy” is liable to go away. Which it already does in the midgame due to Sprinklers and unlocking the Kitchen, mind you – nevermind how Sun Haven gets by just fine with no Energy bar (!!!) at all. Or how limited inventory space means you have to be more thoughtful about forays into town and/or the mines and develop a system of organizing the 37 different chests on your farm.
If this sort of friction is indeed integral, what does that imply when it all goes away in the midgame?
It could be the case that I’m playing these farm-sims more like survival/automation games than intended. If you just want to relax and farm shit with your bros and hoe, none of this really matters. “Oops, forgot to grow any Melons for the Community Center gift, maybe next year then.” I can’t imagine playing that way myself, but I have heard the same things said about my predilection towards optimization. In any case, I do hope that as the genre continues to evolve (or just iterate) one version will release that maintains the same density of interesting decisions from beginning to end.
Or maybe I should just go farm in Valheim instead.
Posted on April 8, 2024, in Commentary and tagged Decisions, Farming, Game Design, Life Sim, Stardew Valley, Sun Haven. Bookmark the permalink. 5 Comments.
Commenting for both this and previous article specifically about Stardew I guess. but.
It kinda sounds like you simply don’t like Stardew Valley or apriciate it for anything of the things that made its success.
And you said it your self, you have no nostalgica values for the style of graphics and music, perhaps you haven’t enjoyed old Square gaes on SNES like earlier Final Fantasy games or Secret of Mana? so it’s perfectly understandable then.
You just keep talking about the goals and how annoying they are to reach. Yet none of that is what people love about stardew valley.
To summerize what really made med be more hooked than I had ever been to a computer game for many years when Stardew Valley was just released it would simply be “the mood”. The stories, music, graphics and last but not least, “Passage of time”.
Not only because nostalgia connections to these old similar games but also because it felt very realistic compared to growing up by a small village on the countryside. How the town got together and celebrated events etc.
This actually happens in real life on the countryside and isn’t just game fantasy.
! have have tried many of the other farming similators too, like my time at portia, but none of them stuck with me.
Most of them had barely anything of what creates “the mood” in stardew.
Another one you might haen’t checked out tho is the recently released Free to play MMO farming simulator named Palia. Me anda friend both reacted that it felt very similar to My time at portia, at least for the first days.
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So, I actually have a lot of nostalgia for games from the SNES era, which hit right in my formative years. Super Metroid, Secret of Mana, FF6, A Link to the Past, etc, all seen a lot of play because games were expensive and I grew up poor. This list from 2012 is not everything I owned from back then, but it is most things I still had two decades later. Sorta regret selling that stuff given current prices, but it was needed at the time.
What I don’t have is any nostalgia for Harvest Valley-style games. Never played them growing up. In fact, I’m relatively certain Stardew Valley is the first farm-sim game I ever played. I did enjoy it back in 2018, for the record, but as I point out here, there have been improvements (IMO) in the genre that make it feel worse in 2024.
If you like the mood and the storyline and overall vibe, great! I’ve already seen most everyone’s heart events 8 years ago, so this go-around the focus has been the gameplay elements (plus any new NPCs, which pretty much come from mods, I think). And I fully admit that in the intervening years I have discovered that I prefer survival-crafting games overall, and thus may be playing Stardew “wrong.”
But at the same time… I don’t think Stardew’s vibe and story would be negatively impacted by improvements in the above areas. You can still have your rural nostalgia and festivals with cooking not tied to an early-game gold-sink (consumable Cooking Kit added in 1.5 btw), or being able to save your game when you want, or any of the other parts I bring up.
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Coincidentally, I’ve also been on a farming sim kick of late, scrupulously staying away from Stardew Valley. So, Sun Haven, Graveyard Keeper, Coral Island, Immortal Life. Bounced off the My Life At… series for reasons I have trouble pinning down, haven’t yet tackled the Rune Factory/Story of Seasons franchise.
The museum/community centre falls under the same considerations as every other bit of optimisation. If it offers major rewards and unlocks (e.g. Coral Island) it moves up in priority. Otherwise (as imho in Sun Haven) not so much. I think I mostly just enjoy spinning up cash, tools, food, and automation/magic first and foremost, rather than taking the time in Year 1 to hunt for that fish or bug that turns up only in the fall in the park when it rains after dark. Also, AFAIK in most of these games there’s no prohibition against simply owning multiple tools to tide you over at upgrade time, or against dual-wielding watering cans early on.
I wonder how you’d take to Immortal Life. It has an actual cooking mini-game (you get to auto-make a dish forever once you beat the timer to get three stars); mid-late game magic access to your entire storage warehouse from anywhere; an attempt at a somewhat diverse element-based combat system. But it is also heavily xianxia-themed, and unless one is into that, the formulaic personalities of the NPCs would doubtless grate. Might also be a little too simplistic overall, lacking as it does a community-centre-style pacemaker.
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I too would prefer to experiment on money-making schemes in these sort of games, but I always have the – sadly, justifiable – fear that I will burn out on the game by the end of the first year and never finish. In which case, I had better try and unlock all the things I can when I can, lest I never see that content at all. I’m really sweating in Stardew Valley right now, for example, as I’m in Winter with about 10 days left for the Nautilus Shell to spawn or I’ll not unlock the Community Center. Zero chance I make it all the way through Year 2 just grinding Skull Cave and passively generating 10k+ a day with Mushroom Logs/Beehives.
Incidentally, that kinda makes me appreciate… I think it was Coral Island a bit more, as they explicitly had “required” crops that you had zero way of receiving within the first year. Saves me from myself, ya know? Still dropped Coral Island though. Might be back later, once they finish adding entire new zones to the game.
I’ll wishlist Immortal Life and periodically take a look. My experience with the “cultivation” genre is via manga, which is pretty much tropes on tropes. Hasn’t stopped me from reading through some though.
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It was Coral Island, yes, and in that particular instance I found it annoying rather than a source of relief. The offering bundles are the most efficient way to boost town rank, but the components you need for many of them are locked behind… town rank. And so much else is, including advanced animals.
I still love its graphics and its tooth-rottingly sweet super-progressive Pacific vibe (from an Indonesian studio, no less), but yeah, it left EA too soon, with all the attendant problems. I’ll revisit it around the 1.3 update, when the merfolk and social systems get fleshed out.
Immortal Life is not a strong recommendation. I’m guessing you’ll find too easy and a bit too sparse. The only animals, for instance, are bees and silkworms. But it does seem to have taken specific aim at some of the gripes in the post.
Sun Haven’s the fascinating one. (I recall your glowing impressions!) Agreed that the gradual stat increases via food are brilliant, as is the QoL stuff, and the skill system is more intricate and fun than many others (I rushed jams to powerlevel all the trees at some cost to overall efficiency; no regrets). No stamina, true, but the maxed-out spells that replace tools (especially chain lightning and that awesome fish-vacuum bubble) are so seductive that the mana economy matters at least a little. The downside is that it feels nihilistic, poorly paced. The museum sucks, mechanically and rewards-wise. I have all the elftown dough in the world, and nothing much really to do with it. I haven’t gotten to the endgame story-linked bundles yet, but the current plateau feels lengthy and jejune. What’s the opposite of rage-quitting? Ennui-quitting?
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