How Stardew Valley Trampled the Farming Genre – GamerCream
Enjoy the video and welcome to GamerCream. Welcome, my creamsicles, I know why you’re here. You’re looking for that latest hit about farming stimulators. Do you want that good stuff? A little sniff of cowshite sir? A sprinkling of working under a blistering hot 60 degrees sun?
Or maybe you’re the special type of sicko that likes to imagine getting to know these animals intimately, witnessing the journey from birth to adulthood, forming a bond as you no longer care for them, only to face the difficult decision of when they no longer serve the purpose of what they were raised for.
In the end, you find yourself grappling with the personal choice of saying goodbye and in a way consuming part of the life you have nurtured. Oh! you don’t want any of that. Then I have the game for you. You want this jobless feel good farming simulator game then.
Welcome to what may be just the pinnacle of your day. You’ll laugh, you’ll cry, and you’ll probably question your life choices just like I did when I decided to summarize this entire saga of virtual agriculture and the adrenaline fueled world of farming simulators. So grab your pitchforks of skepticism
And sarcastically sow the seeds of knowledge together. We’re going to quickly saunter through how these games first popped up, took a nap for a little while, and then suddenly woke up again, all thanks to one game that decided farming was cool again.
Let me open up my creamy compendium to regale of a tale that has become stale with saturation and a totally fucked reputation. In…. How Stardew valley trampled the farming genre We start the journey with…. a question. Grand Theft Auto, Need for Speed Underground and Duke Nukem 64.
What are the idea that jump out at you? How Slow Mondays can be, right? Maybe that spreadsheet your boss wanted to be done at the end of the week or after your 10th promotion. How your life is going nowhere. We’ve had too many of those types of excruciatingly slow, boring games that
Just remind you of how incredibly mundane and sparse metropolitan cities are. Don’t you just wish for the fast paced action extravaganza of the countryside where everyone can pick out each other’s sister from a crowd of 17 inhabitants and everyone is packing 16th century muskets. One man thought the same
And sought out to excite a different type of audience with his own homebrew brand of salacious, dirty countryside dealings and that back alley gambler was Yasuhiro Wada. Look at this man. He is the face of someone that has 20 years of peaceful and nonviolent video games drilled into him.
Even the Lord cannot save this man’s soul. I remember reading a study done about violent video games causing a decrease in crime and violence in Japanese youths. I’m just saying, because this man looks like he’s trying to start something. Who even is Yasuhiro Wada?
Wada started his life in the Japanese countryside in Kyushu, Japan. Growing up, Wada just couldn’t handle the full throttle life of this small rural countryside and found himself being pulled to the humdrum life of the megalopolis. TOKYOOO After university ended for him, Wada packed his things and headed to Tokyo
And started working at a company called Pack-In-Video. Wada slowly realised that the City Life was just not on the cards for him. In an interview, Wada describe this time in Tokyo as and I’m going to ad-lib this because this is in Japanese and my Japanese is superb
Your ear’s just aren’t finely tuned for it and I ran it through Google translate at least 20 times to English and to Japanese, then back to English and so forth. I hear that refines and purifies the quote like a Japanese Katana. And he said! I hate this >:(
And I want to go back home. :’( Thank you for the insight Wada. I want to go Back to Natuuuuureee. Hey hey 😉 This boredom and longing for the exciting poo-riddled sister-fondling country life gave birth to an idea inside of Wada. “What if I made a poo-riddled sister-fondling country life game,
Takes all the ideas of actual farming, or friendly communing with your neighbors that you know on a first name basis having a selection of only five people that I potentially have relationships with and maybe potential eventuality that one blighted crop season could wipe out my entire family and leave us destitute, begging and
Relying on those same neighbours for support but only to be left astray and hopeless. Jesus!? Wada!? that’s… that’s pretty…not cool just keep the game light hearted, like taking care of cattle, interacting with your neighbours and being self-sufficient and all that. You know, all the key concepts of farming.
Wow you’re right, GamerCream, thanks for that, You always have the best ideas and videos. I think I’ll like and subscribe because that’s what smart, handsome people do, right? THANK YOUU PLEASE DO <3 Oh Wada, you sly dog, of course it is, And anyone who doesn't is clearly a communist or a fascist. So for the next part, I'm going to quickly summarize it because we aren’t here for Harvest Moon or any of the other Stardew Clones. Eventually, after 2-3 years of wagecucking for Pack-In Video, Wada pitched his idea and got the green-light, Wada finally got the chance to make his dream game, after incredible hurdles he managed to start development of Bokojō Bokojō Monogatari Bokojō Monogatari which interestingly enough translates to Ranch Story. Things were looking up for Wada, he was given a small budget and an even smaller team to create Bokojō Monogatari his own team consisted of around 10 people, the only people worth noting of this team is Setsuko Miyakoshi and Tomomi Yamatate What a wonderful thing.... both of which he continued to work with for a very long time. Their three main pillars of their game design was: Husbandry, relationships, And you guessed it, Winking at your own cousins.... I wouldn't stop making these types of jokes, but the last one was farming of course, it is. Another reason why Wada dreamed of making this game was tired of games that included violence and drugs, games that seemed to permeate the entire video game scene. The types of games I think that would get Wada wired was games like: SimCity, maybe Myst and Kings quest if they got it over there and Super 3D Noah's Ark!! I spent some time on this game as a child. I'm going to give you some tips. Woaaah! Save their souls! REPENT, REPENT Wohohoho! avoid pontius pilate DLC?! , how did he even get on the ARK?! Aw naw! Gayness had subverted my ark of all same sex animals. I have to switch build’s halfway to run the absolve and absolution build to finish this level instead. Personally I like to run a build mix/maxing attuning with the Jesuit priests speccing a little into the Burning Bush so that you get a +2 modifier on cleaning your disciples feet. The team worked on the game for only a couple of months to come to the eventuality that it was just crap. The more stuff that they added to the game, the more the game bloated and it ultimately just became unplayable. The game began stuttering and just losing its identity. Eventually they just had to reload a save or build for a much, much older version of the game. So basically meaning that months of work would just down the gutter, but then shortly after that, bloating just wasn't a problem for the team because the company went under. Another company gobbled them up after the bust and the bokojo team asked to continue to work on Bokujo for them But the new company gave them even less money and then they took 7 people away from their 10 man team. I think whoever asked for that had like speech 0. The only three people left was the ones that I mentioned Wada Setsuko Miyakoshi Tomomi Yamatate A couple of months after that the game was released in 1996 for the SNES problem was N64 just came out so there were less eyes on the SNES. and subsequently they sold just a little over 20,000 copies sold, but it did rise to 100,000 in the coming months after But the numbers don't really matter because the higher up’s thought... Now this is when us fat conteninenters, would get to enjoy the game not under Bokojo but Harvest Moon, Victor Software would work with Natsume to localise Bokojo to the west This move managed to lock in a bunch of sick like-minded individuals in more regions. After seeing this, the higher ups in victor software thought they could actually be onto something and thought we should really explore this venture because it may actually prove to be fruitful. They gave Wada a chance to make 3 harvest moon games on Gameboy/Gameboy Colour and one for the N64 and a bunch of new staff Then with the releases of the PlayStation, you bet they were going to release some harvest moon on that! 4 Harvest Moon’s ??? What the hell? One interesting tidbit. Each team developed the game sort of in a black box, not a literal one, but they were allowed to do whatever they wanted in their game. So that means in each of the harvest moon titles, the characters, their personalities, the dialog inside of the game, everything could be completely different. For instance, Barley could be a sweet old man who wants to help the player in the n64 version But in the PS1 version he might be shiving the residents of mineral town in the dusk of night like my granddad would do Gotz could be not a representation of a struggling anime character with the same name who also struggles with life and his family dying and lives with Louis. But ultimately they all felt kind of unique and managed to spread a nice harvest moon shaped net around the gaming world. This would be the only time that harvest moon or bokojo would ever reach these heights of success again. In a dramatic turn of events, the creators of the Japanese Bokojo, Victor Software, found themselves swept into the orbit of Marvelous Inc Buckle up !! For the story takes a wild ride from here that will leave you on the edge of your seat! Marvelous Inc is THE original creators of bokojo, and I should also mention that they're also responsible for Rune Factory. just another great Jobless-feel-good-game. Eventually Wada,having shifted positions within Marvelous Inc, Including stints as president and CCO (Chief Coin Operator), decided to stage his grand exit. The spark for Bokojo had flickered out in him and with a hunger for new adventures, he joined forces with the visionary Suda51 at Grasshopper Manufacture. Not content with just dancing to someone else's tune, Wada founded his very own company under the whimsically enigmatic banner of Toybox. This is where Wada’s story ends, and as you can see from this list of titles with Toybox, Wada was once a trailblazing pioneer in the realm of jobless feel-good games, But sadly Wada faded into obscurity as new competitors emerged and the stagnation of no new innovations in his games, leaving his groundbreaking contributions overshadowed by the relentless march of progress in the space of gaming His mark has been left on the pages of gaming history and now It's time to close the book on his story for now and freshly dip our ink on a new story of what is to come. But this is where Natsume, the localisation company for …. *GamerCream Noises* is going to be confusing. Lets make this a segment! So an explanation of what we have right now. So Bokujo monogatari is THE ORIGINAL HARVEST MOON but its not harvest moon its bokujo monogatari made by Victor software But since it’s 2003 its now called marvelous inc, who also makes Rune Factory. Harvest Moon is a localisation of Bokujo Monogatari which was made by Natsume But since 2012, Natsume wants to start making their own harvest moon games under harvest moon. But that means it's not a harvest moon, but fake harvest moon. So that means that Bokujo can’t call itself Harvest Moon anymore but its the original series Natsume has now messed up the precious timeline, and now to cause further frustration the original harvest moon series is called Story of seasons And Harvest moon is no longer harvest moon its now being swallowed and defecated on and then swallowed again by Natsume the company solely responsible for only changing the language for the original game. It doesn't even make any sense. I'm the eldest boy. I am the eldest boy! >:( of companies. No.
Both companies are now subsequently releasing farming stimulators as competitors but now harvest moon is getting awful releases by Natsume and the original is now something completely different but where does this put Animal Crossing? Nowhere! Because it’s not made by either. so that means if you really look between the lines
You can eventually make out that Dead or Alive Xtreme Beach Volleyball series, is not in fact xtreme or a game dedicated to furthering the farm simulation game genre. I’m getting off point, but ye get what I mean. But where does it leave us?
With a nice, wholesome blend of confusion and opening the barn gate, to a whole barrage of mediocre farm scam games and the genre gets absolutely shot down because of the dilution of just homogenised DS games and facebook karen games. guys got to be honest with you.
I don’t know how this got here. In a genre spiralling towards oblivion, companies were desperately hurling lackluster ideas into the fray, Each new concept was a gamble, a last ditch effort to just rekindle a diminishing spark from bizarre city settings to terraforming mechanics. It just felt like the innovations
Were a comedy sketch written by an opium-stricken, avant-garde artist. Harvest Moon laid the groundwork, but a new game cultivated a new era We didn’t ask for all this confusion, or this gaming swamp that we’ve been placed in, but rising out of that swamp.
That’s when one smelly uni student who couldn’t afford any deodorant, equipped with no experience to land an actual real job, cunningly deciding to tap into everyone’s yearning for the good old days releasing images and teasing us with this new thing he was working on
Offering us a quick free sample hooking us up and tempting us with an IV filled to the brim with a nostalgia-inducing elixir while simultaneously working on and clutching onto the antidote to alleviate the symptoms of our own collective longing for the past. The enigmatic leader of our faceless
Cabal orchestrating and creating the seemingly paradoxical game —both cute and heartwarming, yet disturbingly twisted and devoid of any conventional employment themes. Eric!! ITS HIM Heeelllloooo *American and seductively* This guy right here! Eric Brony or Barone, you probably know him better as ConcernedApe.
Before emerging as the renowned artist we recognize today, Barone’s creative journey began in his late adolescence. He was one half of an avant-garde electronic-pop duo known as the 17 Colorful Feathers. Their sound was an eclectic blend, resonating with the vibrancy of youth and the experimental zeal of the electronic genre.
In a unique fusion of music and interactive storytelling, Barone also ventured into the realm of game development. He crafted simplistic yet engaging Choose Your Own Adventure games, seamlessly integrating them with the band’s album releases Among these creations was “17CF Quest,” a game that drew inspiration from
Classic adventure titles like: “The Curse of Monkey Island”. This endeavor was more than a mere diversion; it was a testament to Barone’s multifaceted creativity, blending narrative and music in a way that was both innovative and enchanting. Early on Eric just had a penchant for creating things.
Growing up, Eric would spend countless hours playing Harvest Moon, it’s been quoted Eric said It’s good stuff. As a destitute post-university student raiding bins for food and scraps in the dark of the night, begging and dreaming to become a wagecuck
wrapping a belt of nostalgia and hitting up syringes with 2nd-rate farming simulators that just weren’t the good stuff. Reflecting on his current situation of coming fresh out of University with no experience or portfolio Eric began on a small project deeply rooted in his passion for game
Development, music production and simply his love for Harvest Moon, but also to get his name out there as a game developer/programmer, And also that companies would stop shutting the door on him. In 2012, at age 24, Eric began his pet project. Yeah. Look at you.
26 years old and Eric is releasing 11 music albums, making games, and you haven’t done anything with your life, validating your redundant opinions of videos of top 10 lists of anime feet, your ancestors would be rolling in their graves. Yes, you!! You’re too old to start anything of real value.
You’ll name will never be remembered and you’re too ugly to make anybody care. You may as well just! … just! ….. become a fucking YouTuber! Irked by the massive decline and eventual substantial garbage that was being produced by the said companies we spoke about at the start of the video,
Like farming games were so crap at this time, most of the farming games were relegated to the DS, we had: All the Harvest Moon shovelware stuff, “Star Wars: Masters of Teras Kasi” “Calvin Tucker’s Redneck: Farm Animal Racing Tournament” “My exotic Farm”….ew
I think if you place the word exotic in anything it just gives it the ick factor… Like just imagine a normal table. but if you say its an exotic table it just becomes…seedy Eric’s deep passion for the farming game genre had meant that he was literally unapproachable as a human being,
So Erik had to go this endeavor alone as a solo developer. Good thing was this is 2012 and Eric took a different approach to marketing his game. Not only did he announce it when he hadn’t even started working on it, which is bonkers considering it probably wouldn’t even look like that,
He also mixed the trailer on a youtube channel with his own weird personal fetish stuff. What an utter madman! But on March 6th 2012, A groundbreaking announcement took the world by storm, as it unveiled something completely unexpected and transformative, Shaking the foundations of conventional wisdom
And setting the stage for a new era that was to come. Oh man my dates are all mixed up, I mean September 1st, 2012. Simply titled Stardew Valley Trailer, Little did he know the actual impact this game would have. and he released on Steam Greenlight, which was a platform for indie developers
So they could basically get their game on Steam and to stop the absolute stream of garbage-ware Chinese sex simulators that steam is now. which has now been replaced with Steam direct, and both of them just suck. Eric was super keen to just show what he was working on,
He wanted to show what he had been learning with the game development to show his own development, maybe as a reminder of where he had started and to further push him to finish it. He also made the game in C-sharp, which is a much lower level
Language compared to D sharp or E sharp. ~~~~ BOOMER HUMOUR TIME ~~~~ We could actively see the progress when each of those video came out that would show him adding new features and refining aspects of the game, like chopping down trees, adding animals and season cycles.
Eric’s strategy for developing his farming game stood out as a breath of fresh air in an industry typically shrouded in secrecy. Unlike most developers who shield their projects from public view until completion, Eric chose a more transparent path.
Showcasing the game in its raw, unpolished state, revealing both its imperfections and evolving features. This open-book approach allowed him to actively engage with his audience, inviting their feedback on everything from missing elements to the design of the animals. Eric was able to make swift responsive changes,
Effectively co-creating the game with his community and reshaping it according to their tastes and preferences on the fly. People don’t like the look of the animals? WHAT ANIMALS!? You don’t like the UI?! Me neither it was never there! Ingenious enough, with each upload and reddit post,
we weren’t just getting invested in Stardew, we were getting invested in the story of Eric. He then reached out to Chucklefish, who were an extremely fresh game publisher who focused mainly on indie titles and helping other teams develop games under their name, to help produce the game.
If you are wondering why it no longer says their name under steam, there was a bit of a controversy about mistreatment of employees in 2018. Eric eventually split with them and the same year though, but for now he’s working with the devil.
There was struggles of-course being a one man band for the entirety of 4 years, his relationships outside of the game were deteriorating because of the time and dedicated required from this all-consuming game, and at the end of the day, we are our own worst critics,
Could you imagine having five or six different jobs: An artist, a musician, a programmer, a planner, a marketer? And then opening up that to public criticism while you are trying to develop something new,
Your own vision that no one can actually see, each one of them has a million things you can critique and it’s hard to be good at all of them. “UGHH, the music isn’t good”. “Huhrrr, the programming is clunky” “the UI looks like crap”
Pack all that anxiety into one person and what you get is a borderline-psycho or a nervous wreck who can never live up to expectations. But there was one thing that kept Eric going, on his journey of fulfilling his dream and spreading the cozy feel good game to the world,
Crack Cocaine? Heroin? Any Myriad of hard drugs? Well, we can only guess. But Eric has started the drive, working on his own project and pushing to complete it for his own satisfaction. Kept him at that desk to see it through and maybe and maybe some hard drugs?
It’s 50/50, it’s anyone’s guess really. Working crazy hours and finally he released it to the general public, in 2014 Eric released to worldwide fervor. AIR PEAR! And then shortly after that, two years later. he kinna made Stardew Valley. Yey, I guess…. We all know the success Stardew is today, 20-25 million in 2023
But onto my last part of the video, why is it so fucking good? Why is Stardew everyone’s first foray into jobless feel good games? Why didn’t Harvest Moon succeed with this special sauce that they created? Lets jump in the ball pit and wriggle around till we find a point to all this.
Why has Stardew propelled ahead of every other jobless feel good cozy game And why is it so hard to replicate? This bit is going to be quite a deep dive just hang on haha. No.1 Community 🙂 That’s you guys 🙂 the community was made for style, Drew by style.
The community was made for Stardew by Stardew, Harvest Moon, Rune Factory, Barbie Horse Adventure, Star Wars Masters of Teras Kasi and the plethora of other farming game fans. Harvest Moon had planted a tree seed that’s too old to enjoy its shade,
It put the proverbial feelers out to see if this was something that had a community can be built out of but Stardew is the superseded version of that. Most of this can be largely due to Eric’s direct engagement with the community,
I believe this is the most important factor in building a loyal fanbase for Stardew Valley. By sharing his progress, challenges, and achievements through videos and Reddit posts Barone not only promoted his game but also offered a transparent look into the life of an indie game developer.
This approach helped in humanising the development process, making Barone’s story an integral part of Stardew Valley’s appeal. His openness and willingness to communicate with fans contributed significantly to the game’s popularity and the community’s deep appreciation of his work. Like I said before, we were getting invested
In the development of Eric and not just the development of Stardew. “I put thousands and thousands of hours of hours into realistic CBT pixel art just to get better at it”. “Some days I’d be like thats not enough pixelated leather, some days you’d search into StackOverflow
How can I make the smell of sweat in a game? And some days I’d spend just making pixelated ball gags”. “It’s a process.” “You realize what your thought is good isn’t and you improve on it. That’s an endless cycle.”
The relationship between Stardew Valley and its community is far from a one sided affair. Eric Baron actively promotes and supports the community’s contributions, which include a plethora of mods, tips, farm designs and shared experiences. This level of interaction goes beyond typical developer engagement
By recognizing and highlighting the creativity and efforts of the game’s Barone not only fosters a strong sense of community but also significantly enriches the overall gaming experience This reciprocal relationship has helped Stardew Valley evolve continuously, keeping the game fresh and engaging for both new and long time players,
Contrasting this with something like the League of Legends or Warcraft community, the only thing that they contribute to the community is more vitriol, the Bill Cosby rooms or even stolen breast milk memes.
The game can boast that it also has multiplayer so you can work together with your friends, family or a random bum on the street to help bring your dream farm alive together. It’s about building connections and let’s be real. Not many jobless feel good games can boast that feature.
How can we talk about the community without talking about the unending list of mods? I’m going to add this as its own section later on. Simplicity and Design. This concept resonates naturally with most people; there’s an intrinsic enjoyment found in the game’s aesthetic.
And interestingly, many find it hard to articulate why this is so. yet the appeal remains widely understood and felt, that’s a great indicator to if you have succeeded in simplicity.
But hopefully I can do a good job of explaining my own idea of how it manages it because we all interpret it differently. Its design is: Cute and charming pixel art style that awakens the jaded nostalgia bug inside of people that’s reminiscent of classic games like Harvest Moon,
yet it possesses a timeless quality that appeals to both retro enthusiasts and modern gamers. At its very crux, the game’s pixel art style offers a quaint, storybook-like charm that resonates with a sense of warmth and familiarity This aesthetic choice is not merely about nostalgia;
it speaks to a broader design philosophy that values clarity and accessibility. Every element, from the vibrant landscapes to the distinct character sprites, is crafted to be visually pleasing yet functionally clear, ensuring players can navigate and interact with the game world effortlessly. It doesn’t try to be some avant-garde surrealism exploration into
Liminal spaces and what feelings it evokes and the importance of it on furthering humanity. It’s an art form in itself. The game’s mechanics reflect this same ethos of simplicity. Activities like planting crops, tending to animals and forging relationships with townsfolk are designed to be intuitive,
Allowing players to quickly grasp the basics while gradually scratching off layers of complexity and depth. This approach basically means that the game remains accessible to newcomers without sacrificing the rich, engaging experience. sought by more jaded boomer gamers. Farming, fishing, mining,
And interacting with NPCs are executed in a way that feels rewarding yet relaxing. This elegant dance of simplicity, combined with a soothing soundtrack and a peaceful rural setting, creates a tranquil, engaging world that players can lose themselves in for hours.
“Stardew Valley” stands as a testament to the power of minimalist design in creating an immersive and enduring gaming experience. Moreover, Stardew Valley demonstrates a mastery of pacing and progression. The game unfolds in a way that feels organic and unhurried inviting players to explore and grow at their own pace.
Want to focus on Fishing and being a crusty Louisiana shrimper? GO FOR IT! You want to imagine yourself part of a global coffee bean co-operative? Make it happen. You want to traffic children and run a sweatshop? Speak less, Fam. This gentle progression is a key aspect of the game’s design,
Ensuring that it remains a soothing refuge from the often frantic and demanding nature of everyday life. You can engage with Stardew Valley today or revisit in 20 years, and the experience remains timeless. People of all ages continue to connect and appreciate the game in the same profound way
And the same way that people can do with the original Harvest Moon. The level of depth in the game is not matched by any other farming simulator, if you want to live as ugly cat lady that has 0 relationships,
The only being that can fathom to live with you is an abstract sewer monster called Krobus, eating Trash Can Tacos, while your farm’s exports are SeaShells? Why the fuck not? If you want to bring your own real life into the game, who am I to stop you?
And if you want more or you have an idea to, well.. you can make that into a reality if you can. MOD! The modding scene in “Stardew Valley” has been a cornerstone in the game’s enduring success and appeal. This vibrant, innovative community has taken the already rich
Canvas of the game and added even more color and depth. Mods range from like a simple quality of life improvements like better inventory management, better sprinkles, more gifts, to more significant alterations such as new characters, storylines, and even entirely redesigned maps.
These modifications allow players to tailor the game to their personal preferences, keeping the experience fresh and exciting. Moreover, the modern scene has acted as a feedback loop for the game’s development, with some of the most popular mods inspiring official updates. This synergy between the community
And the game’s creator, Eric Barone, has not only extended the lifespan of “Stardew Valley” but has also set it apart as a shining example of how player creativity and developer support can co-exist together and elevate a game to new heights.
Most of the other farming genre games just don’t even compare to the level stardew has, as of today, using only Nexus Mods, Stardew has nearly 14,000 mods, if you can even think, each one of them has to have someone to program it.
It is 7th on the total highest amount of mods contributed to one game on Nexus Mods, and nexus mods has over 4 thousand games and this indie delight has so many passionate people dedicating their own time to help people experience the game better. Okay.
The types of mods I like to install are: 1. Mods allow you to give gifts to monsters that shouldn’t receive gifts but I still don’t give them the gifts so that I can feel the social anxiety of expectation when its their birthday to never show my face around them again
And how can you gift to someone who has it all? 2. Ones that turn the villagers into STRAWS!~~ 3. One that turns all the bachelors into ridable horses. The Pioneers use to ride these babies for miles. 4. Add Mods that let you create a control state like 1984/China
knowing where all your villagers are at every step. 5. At the start of the game your grandpa instead of cashing out his life insurance decides to give you more work and his farm, the only way you can repay him for this life of servitude
That has been forced onto you is to mess with his deathbed like so Or you can just choose to not give him one at all. You absolute sicko. Add all that and that’s all you pretty much need to create your own “Island of Dr Moreau”
And get a full experience from Stardew but if that doesn’t convince you that stardew is the ultimate farming game sim W and why it hits different. Wait we’re at 7 now? What happened to the rest? The numbering system is too slow now its time to speed it up.
The accessibility and affordability of “Stardew Valley” play a crucial role in its widespread popularity and success. This aspect of the game is two-fold, encompassing both the range of platforms it’s available on and its reasonable pricing strategy. Firstly, the game is available across multiple platforms
And that significantly broadens the reach by releasing Stardew Valley on all of these fuckers the developers have created this wide-net that the game is accessible to a vast audience. This multi-platform approach caters to the different preferences and lifestyles
You’ll need to play these games on the go on the couch, on an airplane, or even an unforgettable Christmas dinner with your uncle still professing he never stop loving your mother and your dad is a second choice. We’ve got you covered. Secondly, the game’s pricing is a pivotal aspect of its accessibility,
Priced more affordably than many of the big budget titles. Stardew Valley offers substantial value. This pricing strategy makes an attractive option for gamers who are cautious about their spending, including younger players, students or even those on a tight budget. The game’s one-time purchase model of originally £10.99,
Without any hidden costs or pay-to-win mechanics, ensures that players have a complete and fair experience regardless of how much they can afford to spend. This combination of wide platform availability and affordable pricing lowers the barriers to entry for many potential players.
It opens up the game to a broader audience, including those who may not have typically engaged with more expensive or platform specific titles. This broad accessibility not only contributes to the game’s high sales and popularity, but also fosters a diverse and inclusive community around that.
That’s not to say that all the platforms went smoothly, but there are a myriad of issues that still plague them like performance issues translating to different control schemes, translating different screen sizes, developing different patches for each of the platforms, and even cross-platform play across multiple consoles, platforms, platforms, platforms, platforms. But platforms! x400
If you look at the farming game competitors, it is usually only available on Nintendo Console’s and if you know any thing about Nintendo you are their ATM, Nintendo sales are like tins of food in Africa, not everyone gets one.
Paying 60 dollars for a game that when you are done, you are done, there’s no modding, no demo’s, no refunds, you get what you get and if you don’t like it tough shit because that’s the rules we made.
It’s hard to get invested in a niche genre or to bring people into it if there is no incentive, even if it doesn’t work out. Eric’s own story and doing it all as a solo developer Our fascination with Eric Barone’s journey extends beyond the allure of his creation, Stardew Valley;
it’s also a deep interest in his personal narrative and evolution as a creator. His story isn’t just about a successful game. It’s a tale of individual perseverance, creativity, and the transformative power of passion projects. Barone’s path, marked by self-taught skills and solitary dedication,
not only reshaped his professional life but also inspired a community of gamers and developers This narrative is as captivating and enriching as the pixelated world he crafted, offering a unique glimpse into the heart and mind of an indie game developer whose work transcended
The bounds of a mere product to become a source of inspiration and admiration. He also got a job working with the general public as an usher to help finance himself. This just shows how much he was dedicated to making Stardew Valley a reality. I will never give up no matter what.
It doesn’t matter if the Stardew Valley failed. I’m going to make another game. I’m going to learn what I know. I’m going to take what I learned. I’m going to make an even better game. If that doesn’t work, I’m going to make another game. I will never give up, you know?
Developing for multiple platforms introduces technical challenges, ensuring a smooth experience on various devices and dealing with platform specific issues can be demanding, especially for a solo developer. Barone’s story is often cited as a remarkable example of successful independent game development,
Demonstrating the potential of individual passion and hard work in the gaming industry. AND HE HAS EVEN MET WADA! I’m sitting down with Eric Barone, creator of Stardew Valley and Yasuhiro Wada, creator of the Harvest Moon series. How are you guys doing? Eric’s ongoing commitment to updating and refining Stardew Valley,
Post-release, stands as a significant aspect to the game’s enduring appeal. He has not only consistently introduced new content and features, but he has also frequently based these updates on feedback from the game’s passionate community. This level of engagement demonstrates a rare and commendable dedication his creation and its players.
Barone’s responsiveness to community suggestions and concerns has helped foster a deep connection between the developer and the player base, Contributing to a living, evolving game world, His approach goes beyond the typical post-launch maintenance. It reflects a genuine investment in the game’s quality and in the experiences of those who play it.
This relationship between Barone and the “Stardew Valley” community is a key human factor in the game’s sustained popularity sustained popularity and a trend that we can only hope will continue, as we only receive the scraps that fall from the table of the AAA games
That we pay 40, 50, £60 for every game that comes out. Also, Pelican Town ~Spooky~ it’s based on Eric’s own town of Auburn in Seattle ~Spooky~ This similarity also lends an intriguing, ~Spooky~ almost otherworldly quality to the town, ~Spooky~ as if it’s slightly disconnected from reality.
~Spooky~ helping to evoke a sense of the uncanny valley. But ultimately you do the thing and you do it right and you don’t fuck it up. It works…it just works! Bits that are important but I wanted to keep it short!
1. Sometimes upleasant context of people’s lives and stories that also mirror real life. 2. The dialogue of convenience over communal living and how maybe 7/11 isn’t all that bad. 3. How you can become a trash can connoisseur, dining out at all the finest trash cans in pelican town.
4. Getting a gift and then immediately repackaging it to another person maximising your social status in the gift-giving hierarchy. And also, ultimately both games are not just farming simulators, they’re life simulators…. Naw but, actually Harvest Moon and Stardew Valley aren’t just games.
The lifestyle choices for the wannabe virtual farmer in all of us, many people Many people, perhaps even some of you, find themselves lost in thoughts of ‘what ifs’? fixated on the idea of perfection. Yet, it’s important to remember that perfection is not a destination, but a journey
– a process that unfolds over time. Just like turning over the soil for a new season, gaming too has its cycles of rebirth, as seen in the revival of the farming genre. The legacy of Harvest Moon isn’t just in its gameplay. It’s a chapter in the storybook of gaming history.
Maybe someday we can witness the comeback swing of Harvest Moon and story of seasons, but for now, I think Stardew Valley is more than necessary for a long, long time. And at this point, the kingdoms of Natsumi, Marvelous Inc and ConcernedApe
Continue to do battle on the fields of the jobless feel good game genre till this day…. A segway into our creamy rating!~ What is this? A call, A beacon, An obligation from the Ancients of Destiny selected by the deities of decadence, each element blends with the next like the smoothest, richest cream,
embodying a homely touch that stirs nostalgia with every taste. In its creation, we witness the art of creamy perfection, so irresistible that I find myself guarding the entire bowl ready to fight off anyone who dares approach. and I fight the first man who comes with a pointed stick.
Who comes at me, who walks, who approaches me with a with a stick. Not someone who. Yeah, you know. “Splooge” Hey, you’re at the end of the video as well, I thought I was going to be pretty lonely here, so. Thanks. Thanks for sticking around. I guess that’s really.
That means a lot. WHAT?! Read my fucking script Jay, don’t improvise, I’m taking it off your food supply for the month per-word you get off of the intented perfected script, I know you are reading this. If you loved this journey from Harvest Moon to Stardew Valley, like subscribe and hit the notification bell.
Also, why don’t you just check out this video that we made together? It’s about Tekken and it’s pretty awesome. Let me know what your favorite harvest Moon or Stardew Valley memory was in the comments below. And until next time, stay creamy boys and girls. (Thank you for watching – Jay and Deck)
If you’re reading this I appreciate your attention my little creamsicle. Please feast your eyes upon this handcrafted creamtacular experience. I love you.
🌾 Dive into the Rich History of Stardew Valley and the History of farming game simulators.
Join us as we explore the groundbreaking impact of Stardew Valley and where we unearth the roots of Stardew Valley’s monumental success, we also touch on the beloved farming simulator that set the stage for Stardew Valley’s success. Join us as we till the fields of gaming history, planting insights on how Stardew Valley not only redefined the genre but also cultivated a vibrant community that continues to thrive.
🌾 What’s Inside:
A deep dive into Stardew Valley’s journey from a humble seedling to a towering oak in the world of farming games.
Insightful comparisons with Harvest Moon, exploring what Stardew Valley kept, discarded, or improved upon.
A look at the future: How Stardew Valley continues to influence the farming genre.
📖 Chapters:
Time Stamps:
00:00 Intro
01:07 1. Into the Shadow of the Valley.
02:55 2. The Inception of the Feel-Good Games.
04:16 3. Who Even is Wada?
13:35 4. An Explanation of What We Have Now
16:42 5. Eric Baronous Monk
24:58 6. Why does Stardew work?
25:20 7. 1st Big Reason
28:22 8. 2nd Big reason
32:08 9. 2.7th Big reason
34:46 10. 7th Big Reason
37:31 11. 849283rd Big Reason
40:23 12. Stardew’s Dark Secret.
40:58 13. Bits that I like but I want to keep it short + Remarks
42:33 14. The Creamy Rating and thank you creamsicles.
💬 We Want to Hear From You!:
Have Stardew Valley’s charming pixels touched your life? Or maybe you have a Harvest Moon story to share? Drop your thoughts in the comments below—we’re eager to hear your stories and opinions!
If you enjoyed this video please like and subscribe so that Jay can get a daily supply of nutritional cornbread to sustain on.
🎮 Stay Connected:
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Check out his video on Harvest Moon!
#stardewvalley #harvestmoon #gaminghistory #farmingsimulator #gamereview #retrogaming
1 Comment
ConcernedApe approved ✅👍