If I remember correctly, blogs were born as online diaries. Hence, in order to post here more often, I’d like to share some of my ongoing gaming experiences. Like a diary, but without teenage-ish blues.
Today I want to write some words about Stardew Valley. This pixelart farming simulator with RPG mechanics, designed and developed by the one-man studio ConcernedApe (aka Eric Barone) already drew my attention some months ago, but I couldn’t afford it back then. I never played Harvest Moon nor any other game like this before, so this was a completely new experience for me on pretty much all levels.
In Stardew Valley you control a guy (or a girl) who inherited a farm from his grandad, and therefore decided to quit his job in order to dedicate life to farming in the countryside. Now, the first thing I noticed about this game is its contradictory nature: it portrays, and somehow encourages, a rustic lifestyle where staying outside and social interaction face-to-face are showed as positive values; on the other hand, Stardew Valley is a game where the player can invest hundreds of hours of single player activity in front of a screen, just to grow pixelated plants. Odd.
I’m afraid I cannot stop that, Alex
However, after a short while I could see in Stardew Valley a vast set of possible playthroughs. Its nature creates the conditions to simulate more than just a farmer’s life. In fact, the playable characters I imagined were a bit off the spirit of the game: the serial killer, the idler, the hobo, and many more. I tried some unconventional approaches, and started to take notes on what was or wasn’t allowed by design.
Here’s a provisional list of what I tried to do. Some stuff is very weird, on purpose. Sorry-not-sorry.
This is what I got after a few hours of play, but the list could become even bigger as I progress
So far, the most interesting point for me has been collapsing. Basically, when your character is very tired due to hard work and his Energy Bar goes empty, he faints. The day after, he wakes up in his bed, healed, with a new letter in the mailbox: the town’s doctor saved him, and took 50g (money) as payment. The resemblance to USA’s healthcare system was evident to me. As in: if you need medical assistance, you have to pay. My next move there was to spend all my money and see if the doctor would have let me die because I couldn’t afford the treatment. I went to a store, bought a lot of useless things, and then worked like there was no tomorrow with 0g in my pockets. Long story short, the doctor healed me nevertheless (while still leaving a message that said “I took 50g from you […]”). Conclusion: in Stardew Valley you need an insurance, unless you are really poor. Then, Obamacare becomes operational.
Jokes apart, I find this design choice quite elegant although it implies some ethical reflections. After all, it allows even the most spending player to avoid negative consequences, such as permadeath, and somehow it reflects the spirit of the game. Which is okay. Many other actions allowed (or not allowed) point at the same direction, as the game theoretically wants to deliver a specific kind of experience. Something that I would summarize as “polite”.
Hopefully I’ll be able to provide more play-diary from Stardew Valley soon. In the meantime, if you found some other relevant Can/Cannot Do’s feel free to share!