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Why does “Stardew Valley” get it totally right, and the rest not get it right at all?
I am not an expert on SDV, but my wife plays basically every HM-like out there, and her take is that Barone focused so heavily on the ‘economy’ balance in SDV that all of the activities feel like they’re worth doing, so it doesn’t become “only farming”, or “only adventuring”, etc, like many others do. Even just picking up wild plants feels worth it when you drop them in the sale bin in the evening.
I think that’s true and one reason I like SDV so much. There isn’t a lot of time spent on material gathering, and you don’t have to craft your own tools or make your own buildings. I think those things COULD be fun if they weren’t so complicated in so many sim games - I could not make heads or tails out of the crafting mechanics in “My Time at Portia,” for example. I think if you’re goingg to task the gamer with those things, they should be very easy to do, because most people don’t want to waste time on mundane chores and drawn out searches for rare materials or who knows what the game requires (in many cases I simply have no idea what the game is wanting from me!).
I think MTaP and to a lesser extent MTaS both really carried over a lot of the complexity from Planet Explorers, Pathea’s first game they released internationally. It’s a survival crafting game, with a LOT of complexity (e.g. manual, voxel-based weapon and vehicle designs). I don’t think it worked well in combination with other systems like farming being very underdeveloped (in MTaP especially).
Oh OK - sheesh, I shoulda known that. I’ve seen My Time at Sandrock and it’s available on Switch, but I’m afraid to check it out because I hated MTaP so much.
Thanks for letting me know, I’m pretty sure I wouldn’t. Instead I’ll end up wasting my money on something else that looks good and then I end up hating : (
I am not an expert on SDV, but my wife plays basically every HM-like out there, and her take is that Barone focused so heavily on the ‘economy’ balance in SDV that all of the activities feel like they’re worth doing, so it doesn’t become “only farming”, or “only adventuring”, etc, like many others do. Even just picking up wild plants feels worth it when you drop them in the sale bin in the evening.
I think that’s true and one reason I like SDV so much. There isn’t a lot of time spent on material gathering, and you don’t have to craft your own tools or make your own buildings. I think those things COULD be fun if they weren’t so complicated in so many sim games - I could not make heads or tails out of the crafting mechanics in “My Time at Portia,” for example. I think if you’re goingg to task the gamer with those things, they should be very easy to do, because most people don’t want to waste time on mundane chores and drawn out searches for rare materials or who knows what the game requires (in many cases I simply have no idea what the game is wanting from me!).
I think MTaP and to a lesser extent MTaS both really carried over a lot of the complexity from Planet Explorers, Pathea’s first game they released internationally. It’s a survival crafting game, with a LOT of complexity (e.g. manual, voxel-based weapon and vehicle designs). I don’t think it worked well in combination with other systems like farming being very underdeveloped (in MTaP especially).
What is MTaP and MTaS? *(sorry for my ignorance). Are they available on Switch? Or just PC? Just curious.
My Time at Portia and My Time at Sandrock (sequel). They’re both on Switch.
Oh OK - sheesh, I shoulda known that. I’ve seen My Time at Sandrock and it’s available on Switch, but I’m afraid to check it out because I hated MTaP so much.
Yeah, if you didn’t enjoy MTaP I wouldn’t recommend it. :)
Thanks for letting me know, I’m pretty sure I wouldn’t. Instead I’ll end up wasting my money on something else that looks good and then I end up hating : (