[HN Gopher] Game Design Perspective: Stardew Valley (2020)
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       Game Design Perspective: Stardew Valley (2020)
        
       Author : prismatic
       Score  : 51 points
       Date   : 2021-01-22 19:39 UTC (1 days ago)
        
 (HTM) web link (www.pixelatedplaygrounds.com)
 (TXT) w3m dump (www.pixelatedplaygrounds.com)
        
       | kvirani wrote:
       | Variety? Now do rimworld.
        
         | foobiekr wrote:
         | Rimworld has had so many wonderful moments that have stuck with
         | me even though I haven't touched it since the alphas. Because
         | one of the mechanics of the game is the colonists can lose
         | their minds due to stress, where usually they strip naked and
         | grab a gun and start shooting people or run toward the nearest
         | living thing and try to beat it to death, managing that is
         | important.
         | 
         | Anyway, one of the early builds had this bug where sufficient
         | terror/horror stats were enough outweigh any degree of stress.
         | So the solution to a happy colony was hundreds of occupied
         | gibbet cages placed in rows as a sort of path guide to/from the
         | entrances to the cafeteria, bunk houses, etc. so colonists
         | would constantly be exposed to them.
         | 
         | If you filled them with barbarians or whatever you could catch
         | (sometimes your own people if the headcount started to get
         | above your food production...) you'd have a nice "happy"
         | colony.
         | 
         | I'm sure this is long removed or fixed, but it just struck me
         | as amazing at the time...
        
       | 29athrowaway wrote:
       | My criticism towards game designers is that they often analyze
       | games from an abstract perspective, leaving out important details
       | that contribute to the success of the game:
       | 
       | High frame rate, stability, good quality animations, color
       | palette/art style/fonts that are consistent with the game
       | fiction, UI usability, soundtrack, community, abscence of
       | cheaters... just to name a few.
       | 
       | You can have a great game, but if it's unstable, has annoying
       | sound effects, or constant monetization related nagging, or a
       | toxic community or some cringy voice actor or soundtrack or
       | excessive unskippable cutscenes with irrelevant stupid dialogs...
       | the magic in the experience goes away. Everything counts.
       | 
       | If you go to a 5 star hotel where everything is perfect but when
       | you try to use the shower it doesn't work, your overall rating
       | will be 1 star. For a experience to be gratifying, everything
       | needs to work together.
       | 
       | I've read countless articles and postmortems of the style "why X
       | is successful", and then seen games that follow those documents
       | closely and produce a horrible game. Because they are unable to
       | capture the whole experience.
       | 
       | Lately I played a game, Ex-Zodiac, which is a StarFox clone. Only
       | the demo is available, but the author really captured every
       | single aspect that made StarFox great. That attention to detail
       | is what makes games fun.
        
         | vvanders wrote:
         | The thing is unless you are a small shop like the Vlambeers of
         | the world(rip) there's _so_ much work to put together a game
         | that clicks.
         | 
         | You have to trust that your art, animation, gameplay
         | programmers, etc are experts in their own way and there's
         | usually at least one or two people making sure those things are
         | all coehesive.
         | 
         | Honestly that's the thing I think we lost in the 90s/00s was
         | that the scope of a game was within the grasp of a team of 8-12
         | people. This is now making a resurgence in the indie
         | space(latest example is Everspace 2 which just _nails_ the feel
         | of Freelancer and Escape Velocity).
        
         | grawprog wrote:
         | To apply what you're saying to a different media.
         | 
         | I was a big star trek fan growing up. Around the time of
         | enterprise, then going on to the reboot and new series i'd lost
         | interest in star trek.
         | 
         | The series changed in ways I didn't enjoy. Not to bash on them
         | in any way and getting to my point.
         | 
         | I've been recommended The Orville a bunch lately. After hearing
         | what it was, I wasn't really interested, but finally i was
         | pushed into watching it and I was immediately hooked and
         | finished the first two seasons in a couple days.
         | 
         | This is the reason why:
         | 
         | >Lately I played a game, Ex-Zodiac, which is a StarFox clone.
         | Only the demo is available, but the author really captured
         | every single aspect that made StarFox great. That attention to
         | detail is what makes games fun.
         | 
         | You can tell the people that made the Orville loved the hell
         | out of the earlier star trek series and put a lot of care into
         | small details that really made it feel like star trek, moreso
         | than most newer actual star treks. Despite being somewhat of a
         | comedic parody, like you say, they 'really captured every
         | single aspect' that made star trek great.
        
         | ptcampbell wrote:
         | I get the point you're trying to make but regarding the hotel
         | analogy, I expect a lot more from a hotel than a video game.
         | The trappings of a dodgy hotel are more universal than the
         | subjective shortcomings of games whose tropes align to specific
         | genres. For example, I have a soft spot for the aesthetic
         | vision of the original StarFox but the game itself is
         | incredibly linear, repetitive and one dimensional. According to
         | your criteria it would ruin the magic, but I don't really see
         | it that way.
        
           | 29athrowaway wrote:
           | StarFox is not so linear or repetitive if you pay attention
           | to it. If you just want to pass levels and see an ending, the
           | game can be somewhat mediocre... but if you want to master
           | the game, it has a lot more to offer. And this is even more
           | true for StarFox 2.
        
         | jkinudsjknds wrote:
         | Nobody really doubts that some art fails because its just not
         | good. Differentiating art that is technically superb to art
         | that really resonates is a more interesting conversation.
         | 
         | I do game dev. It's very easy to think "this animation could be
         | better". It's a lot harder to figure out "could this be made
         | more fun". Tactics vs strategy.
        
         | psyc wrote:
         | Are we talking about Stardew though? Because IMO it excels in
         | half your criteria and is pleasantly adequate in the rest.
         | 
         | If you mean games in general I mostly agree. Most teams just
         | don't seem to prioritize these things and it can be
         | frustrating. Especially when the core concepts are so
         | promising.
         | 
         | There are a lot of reasons to idolize John Carmack, but my
         | favorite is his lifelong obsession with latency. End to end.
         | From the player's fingers, through the hardware, through all
         | the many software layers, back through the hardware and into
         | the player's eyes. From Doom to the Oculus Rift architecture.
         | This is why to me Id games feel and play like no others.
        
       | iOS14Icons wrote:
       | Great art. I'm a game developer too. I use Unity C#
        
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