While I enjoyed it, it was also very stressful. I think we just played wrong. We covered every millimeter of the plot with farms or other useful stuff and then proceeded to be busy for more than half the day with just maintenance. At some point this meant that we never got to explore and often barely had time to go to the stores or talk to the people in the village.
Apart from overcooked it was probably the most stressful game Is ever played and it’s not supposed to be like that
I find it funny, because it is not required at all. You could be the most casual lazy ass gamer, and still see and accomplish every piece of content inside the game. The game doesn’t penalize you, and instead goes out of the way to reward the player for everything they do, even if it is just loitering around and barely progressing stuff at random and by chance.
Personally I’d say that “always striving for the maximum and stressing myself out” is a personality trait that’s not only a problem in Stardew Valley for me haha. I’m o it’s not a great mindset to have, but unfortunately it’s a subconscious drive that’s hard to eliminate.
It doesn’t feel like that though. For example, trying to earn money and progress by going into the cave or whatever to fight nets you almost no money gains and eventually your gear can’t keep up.
As someone who doesn’t enjoy farming sims because they feel like work, it just doesn’t feel like the game cares if you progress in other ways. And it may not penalize you, but a lot of the other options feel tedious because of the drastically lower rewards you get from trying to earn money through those activities.
Thing is, that’s ok. The game just isn’t for me and I am fine having moved on.
I never understand why anyone puts together those massive farms. Personally, I always end up leaving the vast majority of the space unused. My farms only ever occupy the space directly in front of the house, and even that needs sprinklers asap.
I guess it’s just a mindset difference. I’d say me and my friends are all pretty competitive gamers (as opposed to more creative gamers). We tend to play games mostly for the challenge. Also didn’t help that we had just finished our Facorio playthrough. So in our mind we still had “the factory must grow”. So our minds were like “if space -> use space”.
Some people have a money anxiety built in that translates into the game. The funny thing is they bring it all themselves, the game makes absolutely no fuzz at all about making money.
The very first scene is the main character running away from the ratrace to a farm. Yet the very first thing some players do is bring in the ratrace with them. Everything in the game makes money and no money at all is ever required by the game from the player, except to advance the farming itself. It doesn’t even have banks or debts like animal crossing.
It’s bizarre how people, when left to their own devices, simply reproduce the worse habits of real life.
I might be remembering wrong, but I think it is entirely possible to develop relationships with the town characters and see almost all of the cutscenes without ever upgrading any of those.
Then you don’t engage with over 60% of the game anyways. Sounds to me like a balanced game that has something to offer to a variety of players, and anxieties, overfixation and stress with some gameplay and not other seems to be something the player brings in and is not caused by the game.
No the game has a much, much worse anxiety time crunch in trying to 100% it before the end of year… 2 ( I think) when grandpa shrine first measures progress.
You don’t find out what that means unless you made it to year two and it immediately tells you that you can keep trying anytime you want.
It’s not a one and done, you can literally retry the test infinitely. There is no crunch period at all, this anxiety comes from players misunderstanding things the game says in plain English.
While I enjoyed it, it was also very stressful. I think we just played wrong. We covered every millimeter of the plot with farms or other useful stuff and then proceeded to be busy for more than half the day with just maintenance. At some point this meant that we never got to explore and often barely had time to go to the stores or talk to the people in the village.
Apart from overcooked it was probably the most stressful game Is ever played and it’s not supposed to be like that
Yeah my problem with stardew is I feel too invested in min-maxing my time so I end up stressing over every minute in the game and it’s too exhuasting
I find it funny, because it is not required at all. You could be the most casual lazy ass gamer, and still see and accomplish every piece of content inside the game. The game doesn’t penalize you, and instead goes out of the way to reward the player for everything they do, even if it is just loitering around and barely progressing stuff at random and by chance.
Personally I’d say that “always striving for the maximum and stressing myself out” is a personality trait that’s not only a problem in Stardew Valley for me haha. I’m o it’s not a great mindset to have, but unfortunately it’s a subconscious drive that’s hard to eliminate.
It doesn’t feel like that though. For example, trying to earn money and progress by going into the cave or whatever to fight nets you almost no money gains and eventually your gear can’t keep up.
As someone who doesn’t enjoy farming sims because they feel like work, it just doesn’t feel like the game cares if you progress in other ways. And it may not penalize you, but a lot of the other options feel tedious because of the drastically lower rewards you get from trying to earn money through those activities.
Thing is, that’s ok. The game just isn’t for me and I am fine having moved on.
I never understand why anyone puts together those massive farms. Personally, I always end up leaving the vast majority of the space unused. My farms only ever occupy the space directly in front of the house, and even that needs sprinklers asap.
I guess it’s just a mindset difference. I’d say me and my friends are all pretty competitive gamers (as opposed to more creative gamers). We tend to play games mostly for the challenge. Also didn’t help that we had just finished our Facorio playthrough. So in our mind we still had “the factory must grow”. So our minds were like “if space -> use space”.
The urge to make even more money
The days are just too short in the game
Some people have a money anxiety built in that translates into the game. The funny thing is they bring it all themselves, the game makes absolutely no fuzz at all about making money.
The very first scene is the main character running away from the ratrace to a farm. Yet the very first thing some players do is bring in the ratrace with them. Everything in the game makes money and no money at all is ever required by the game from the player, except to advance the farming itself. It doesn’t even have banks or debts like animal crossing.
It’s bizarre how people, when left to their own devices, simply reproduce the worse habits of real life.
Yes it is though? To upgrade the house, purchase new equipment, buildings, to see more features
Sure, you can do without money, but then you’re going to miss half of the game’s features
I might be remembering wrong, but I think it is entirely possible to develop relationships with the town characters and see almost all of the cutscenes without ever upgrading any of those.
maybe, but I would say that’s not most of the game’s features, I personally don’t really care about it
Then you don’t engage with over 60% of the game anyways. Sounds to me like a balanced game that has something to offer to a variety of players, and anxieties, overfixation and stress with some gameplay and not other seems to be something the player brings in and is not caused by the game.
I’m not expecting the same things as you from the game, and I do not enjoy playing it the same way it seems
No the game has a much, much worse anxiety time crunch in trying to 100% it before the end of year… 2 ( I think) when grandpa shrine first measures progress.
You don’t find out what that means unless you made it to year two and it immediately tells you that you can keep trying anytime you want.
It’s not a one and done, you can literally retry the test infinitely. There is no crunch period at all, this anxiety comes from players misunderstanding things the game says in plain English.