[HN Gopher] Stardew Valley: The Board Game - a loving production...
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       Stardew Valley: The Board Game - a loving production but a mixed
       review
        
       Author : Tomte
       Score  : 33 points
       Date   : 2021-05-29 15:41 UTC (1 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | yhoneycomb wrote:
       | Seems to me like they tried to do WAY too much. Sure, many board
       | games are complex, but there is usually a necessary complexity to
       | them - for the price of a steeper learning curve, you get game
       | mechanics that are more fun.
       | 
       | In this case, there are 24 different vegetables to grow. That is
       | just way too much in my opinion. How many times would you have to
       | play the game to start appreciating the differences between each
       | vegetable?
       | 
       | Not to mention - yes, $55 is fair market value for a decently
       | complex board game. But the video game itself is only $15 and is
       | probably more fun.
       | 
       | If I want to play a resource-gathering game, I think I'll stick
       | to Settlers of Catan - a tried and true classic with just 5
       | resource cards.
       | 
       | (Just want to make it clear - I'm not saying Catan is the end-
       | all, be-all of board games. But it proves that you can have a
       | fun, complex board game with just 5 resource cards.)
        
         | Tomte wrote:
         | > But the video game itself is only $15 and is probably more
         | fun.
         | 
         | I tried it on iPad and was instantly overwhelmed.
         | 
         | I did not know that after 2am I'm falling unconscious. I felt I
         | walked out of my farm plot into town and back, and the day was
         | over. Which it was only because I didn't find my way back to
         | the farm. Is there really no marker on the mini map where I'm
         | standing?
         | 
         | The next day I learned to fish, spent all my money, in order
         | not to starve, and decided that the game was no fun for me.
         | 
         | Maybe with a gentler onboarding it would have played out
         | differently, maybe I'm just not the type for it.
        
           | brianwawok wrote:
           | It's a pretty easy game. Sure you pass out once or twice
           | learning how time works. If they made the game much easier, I
           | think it's just staring at a screen of grass.
        
             | Tomte wrote:
             | https://en.wikipedia.org/wiki/Flower_(video_game) was
             | successful :-)
        
           | syntheticnature wrote:
           | IMO, I think it's easier to onboard with a controller than
           | the compromises of touch controls. (I suppose you might be
           | using a controller on the iPad.)
           | 
           | Of course, at the same time, it's also been getting features
           | added for years and years now.
        
           | bluefirebrand wrote:
           | > The next day I learned to fish, spent all my money, in
           | order not to starve, and decided that the game was no fun for
           | me
           | 
           | It is literally impossible to starve in the game. Starvation
           | is not a mechanic.
           | 
           | Unless something has changed dramatically since last time I
           | played.
        
         | tetha wrote:
         | > (Just want to make it clear - I'm not saying Catan is the
         | end-all, be-all of board games. But it proves that you can have
         | a fun, complex board game with just 5 resource cards.)
         | 
         | Hm, you're now making me think. Even with the more complex
         | board games and more complex mechanics, I am struggling to find
         | a successful board game that has more than 5ish resources. And
         | a lot of the simpler games have a lot less.
         | 
         | Even Terraforming Mars "just" has 6 if I recall right, food
         | chain magnate - depending on how you count - has 6ish.
         | Prehistoric has 5ish. Spirit island has less. Something like
         | the old arkham horror version is harder to count due to
         | inventory management, but you're still juggling just 4-5
         | things.
        
           | sdenton4 wrote:
           | Agricola/Caverna has a pretty large number of resources. For
           | Caverna, off the top of my head: Food, gold, wood, stone,
           | ore, rubies, wheat, vegetables, sheep, donkeys, cows, dogs,
           | and pigs... (And, of course, workers, time and space are
           | kinds of resources, as well.)
        
       | vmception wrote:
       | I caved to socializing with my friends that were into "game
       | nights".
       | 
       | What I learned is that the board game scene is ridiculous and
       | obtuse. That's after learning there is a board game scene at all.
       | 
       | Insanely complex and stressful games where it isn't clear if you
       | are competing with the other players as opposed to competing with
       | surviving the mechanics of the game itself. Where you need an
       | entire round of reconciliation just to understand what the
       | "score" was, for the slight gratification of knowing who won.
       | 
       | I can appreciate a game, I just don't think I can appreciate why
       | this is a scene at all. How often is anybody playing these games?
       | Why do people feel like they can make and launch board games
       | themselves now, aside from enthusiasts pre-ordering a single run
       | of a game on Kickstarter that nobody else will ever buy?
        
         | skinnyarms wrote:
         | I have a lot of fun with friends playing games like this.
         | 
         | Sometimes learning the rules can be tedious and annoying, but
         | the more you play different games the more you see the same
         | mechanics come up and it makes it easier. For us, the highs are
         | worth the lows. We aren't the only ones either, the market is
         | doing well: https://www.prnewswire.com/news-releases/board-
         | games-market-...
         | 
         | You and your friends might be better served with a more casual
         | game...or maybe it's just not your thing.
        
         | sdenton4 wrote:
         | Board games have a number of interesting problems to solve. As
         | a designer, you are often trying to simulate a particular kind
         | of 'interesting' system in a way that's fun, engaging, and
         | simple enough to run by moving a few pieces of cardboard around
         | (while perhaps slightly drunk). It's a fascinating design
         | space.
         | 
         | Occasionally a new game comes around with a fascinating new
         | core game mechanic, which often solves a core design problem in
         | an entirely new way. And then you'll see a few years of other
         | games imitating the initial innovation... Often the
         | 'originator' game may be pretty simple, to show off the new
         | technique, and the followers steadily add complexity. People
         | who play a lot of board games tend to pick up rules faster, due
         | to knowing a lot of common mechanics already, and have a higher
         | tolerance for complexity.
         | 
         | Here's four great games which are pretty easy to learn and
         | solved a problem in an interesting way.
         | 
         | Settlers of Catan: Introduced 'early stopping' via victory
         | points to avoid having 'dead' players stuck at the table,
         | waiting for things to draw down. (Think of how terrible the
         | end-game is in Risk or Monopoly.)
         | 
         | Seven Wonders: It's really awful playing a turn-based game with
         | more than four players... What if everyone takes their turns at
         | the same time?
         | 
         | Dominion: The best part of magic the gathering is building your
         | deck, but - because of the CCG format - the playing field is
         | really uneven. What if building your deck was part of the game?
         | 
         | Hanabi: The worst part of cooperative games is that guy who
         | just tells everyone what to do. What if you hid some really
         | important information from each player, so no one can run the
         | table?
        
         | shitloadofbooks wrote:
         | As someone with over 500 games (and way more expansions), I
         | think your friends put you in over your head. It's akin to any
         | other hobby. If you put strong-tasting craft beers into the
         | hands of an in-experienced beer drinker, they'll have a similar
         | experience.
         | 
         | There are hundreds of "gateway" games and thousands of
         | fantastic middle-weight games with elegant minimalistic rules
         | which are still thinky and satisfying. Otherwise, there's
         | millions of lighter games, which just act as a prop to get
         | together and socialise without being the center of the night.
         | 
         | And as someone who made and launched a game "by myself" (with a
         | friend) that sold ~1000-1500 copies, why would anyone make
         | anything? Why make a JS library that only 1000 people will use
         | when FAANG can have a team do it? Pure creation, the enjoyment?
        
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       (page generated 2021-05-30 23:01 UTC)