
A farming and life simulation game released in 2016.
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Gcreator of Game Maker's Toolkit testHow to Keep Players Engaged (Without Being Evil)Stardew Valley revived Harvest Moon's style rather than cloning it, and it drove the farm game boom. It keeps players hooked with a long-term goal of turning a messy plot into a farm, backed by short milestones, a money-to-tools loop, and sprinklers replacing hand watering. Lesson: start from a proven game, then add optimisation puzzles, self-expression and accessibility options. The sources give no sales figures.
From Mark Brown on Stardew Valley
A distant farm dream holds players, short milestones keep them moving. The implicit goal is to turn a messy plot of land into a profitable farm. Along the way the community centre, new buildings and house upgrades act as nearer milestones.
Mark Brown argues the long-term dream is what carries players through repetitive work: "it's that dream that can sustain many hours of toil, hard work, and, to be honest, kinda repetitive gameplay."
Players design their own farm and plan around seasons and partners. Stardew Valley lets players lay out the farm however they like and make strategic choices about crops, animals, seasons and romantic partners.
Building things your own way gives players something to be proud of, and the planning means "You're not just trudging mindlessly towards the goal, but making strategic choices to help you get there faster."
Money buys better tools and seeds, which earn more money. The seeds and tools economy is a positive feedback loop: a little income buys upgrades that raise income, so growth feels exponential.
Mark Brown calls this loop "at the heart of lots of engaging games" and compares it to looting monsters to upgrade in Monster Hunter: World.
Hand watering first makes the sprinklers that replace it feel earned. Players water crops by hand early on, then build sprinklers that do it automatically.
Starting with manual labour and then automating it taps a strong urge: "the desire to create an optimised system that works on its own is very potent." Factorio follows the same path from hand digging to machines.
Spoiling crops turn the resource loop into a scheduling puzzle. Because crops spoil, players have to plan their schedule, which makes the economy an efficiency problem rather than a grind.
It is grouped with Factorio and Satisfactory as games where resource loops become optimisation puzzles instead of waiting.
Eric Barone revived a style he felt its own series had abandoned. Barone felt Harvest Moon had gotten progressively worse since the PS1, so he built a game in its style. It is not a reskinned clone, because his own influences took it somewhere new.
Mark Brown and Jonas Tyroller list it alongside Satisfactory (Factorio in first person) and Subnautica (Minecraft underwater) as games that remixed an existing one: "everything is a remix!"
Its success drove a wave of farm games. Stardew Valley drove the farm game boom and inspired games such as Coral Island and Fields of Mistria.
It sits in two genres at once, counting as both a management sim and a life simulator.
Letting players change the snow pattern reduces sensory overload. Stardew Valley lets players change the falling snow effect, a regular moving pattern that can overwhelm some players.
Sensory overload mostly comes from quick flashes and regular moving patterns and affects people with autism, migraines and photosensitive epilepsy. The advice is to identify such features and let players switch them off.
It drove the farm game boom and inspired Coral Island and Fields of Mistria. It counts as both a management sim and a life simulator.
Its success drove a wave of farm games. Stardew Valley drove the farm game boom and inspired games such as Coral Island and Fields of Mistria.
It sits in two genres at once, counting as both a management sim and a life simulator.
Barone felt Harvest Moon had gotten progressively worse since the PS1, so he revived its style. It is not a reskinned clone.
Eric Barone revived a style he felt its own series had abandoned. Barone felt Harvest Moon had gotten progressively worse since the PS1, so he built a game in its style. It is not a reskinned clone, because his own influences took it somewhere new.
Mark Brown and Jonas Tyroller list it alongside Satisfactory (Factorio in first person) and Subnautica (Minecraft underwater) as games that remixed an existing one: "everything is a remix!"
It shares the basic economy entities with other games, and its resource loops work as efficiency puzzles like Factorio's. Spoiling crops force players to plan their schedule.
Spoiling crops turn the resource loop into a scheduling puzzle. Because crops spoil, players have to plan their schedule, which makes the economy an efficiency problem rather than a grind.
It is grouped with Factorio and Satisfactory as games where resource loops become optimisation puzzles instead of waiting.
It lets players change the falling snow pattern, which can help with sensory overload from repeating patterns.
Letting players change the snow pattern reduces sensory overload. Stardew Valley lets players change the falling snow effect, a regular moving pattern that can overwhelm some players.
Sensory overload mostly comes from quick flashes and regular moving patterns and affects people with autism, migraines and photosensitive epilepsy. The advice is to identify such features and let players switch them off.
Turns a messy plot of land into a profitable farm, with milestones like the community centre and new buildings. Planning crops, seasons and partners, a money-to-tools growth loop and sprinklers replacing hand watering keep players hooked.
A distant farm dream holds players, short milestones keep them moving. The implicit goal is to turn a messy plot of land into a profitable farm. Along the way the community centre, new buildings and house upgrades act as nearer milestones.
Mark Brown argues the long-term dream is what carries players through repetitive work: "it's that dream that can sustain many hours of toil, hard work, and, to be honest, kinda repetitive gameplay."
Players design their own farm and plan around seasons and partners. Stardew Valley lets players lay out the farm however they like and make strategic choices about crops, animals, seasons and romantic partners.
Building things your own way gives players something to be proud of, and the planning means "You're not just trudging mindlessly towards the goal, but making strategic choices to help you get there faster."
Money buys better tools and seeds, which earn more money. The seeds and tools economy is a positive feedback loop: a little income buys upgrades that raise income, so growth feels exponential.
Mark Brown calls this loop "at the heart of lots of engaging games" and compares it to looting monsters to upgrade in Monster Hunter: World.
Hand watering first makes the sprinklers that replace it feel earned. Players water crops by hand early on, then build sprinklers that do it automatically.
Starting with manual labour and then automating it taps a strong urge: "the desire to create an optimised system that works on its own is very potent." Factorio follows the same path from hand digging to machines.
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