It’s been just under two weeks and 30 hours in and I can’t put down Stardew Valley. What initially was a brief flirtation with Harvest Moon nostalgia has become a full blown obsession. When I’m not playing the game (which takes up all of my free time) my mind frets over how to plan my farm layout, which upgrades to prioritize, and what I should do to effectively manage my time and resources. I literally dreamt of mining ore and fishing the other night, so I’m all about that virtual pastoral life. As I finish up my first year tending to Kiki Farm, I can’t help but appreciate all the little touches that Eric Barone has chosen to to include in his game. The initially flat characters become fleshed out with complex interpersonal relationships, the lore of the valley gets more interesting, and I keep discovering fascinating little nooks and crannies in the game world to explore. But those things are simply the garnish to the game’s main dish, which is a constantly rewarding grind.
The concept of grind in games, whereby the player completes repetitive tasks to improve the game state in some way, has been a standby in the game development toolbox for decades. It’s easy to see why game creators put grind in their games, as it provides a way to extend play time and create low-tempo sections to balance out more intense sequences. However grind is often seen negatively by consumers, especially in recent years when we’ve seen otherwise well designed games like Destiny or Dragon Age: Inquisition become bogged down by seemingly pointless quests that offer far too little reward for the effort. Certain games, like The Witcher 3: Wild Hunt, have disguised their grind loop by creating bespoke quests that are intricately designed with quality writing. While I feel that method is effective and engaging for players, it does require massive teams and large budgets to pull it off. This made such a method nearly impossible for Stardew Valley’s one-man development team, so Barone had to do something different. What he came up with was altogether brilliant yet simple; he chose to embrace grind.
I should mention that Stardew Valley is not unique in making grind the focus of the gameplay. Some of the most successful games in recent years, like Minecraft and Terraria, have followed this blueprint and were better for it. Even Stardew Valley’s influences, Harvest Moon and Animal Crossing, had their appeal come from grindy gameplay. But Stardew Valley re-frames its grind differently than all those titles. Sure, the specific actions such as watering crops (or tending animals, or clearing stones) aren’t interesting on their own, but the game makes these tasks feel consequential by informing the player of the rewards for doing them. A great example of this is the community center, which is a run-down dilapidated building that you are asked to restore. Inside the community center are “bundles” that you can give for rewards. For instance, by donating certain crops you will eventually get your greenhouse fixed which allows you to grow crops out of season. This is a powerful upgrade that helps in the fallow winter months and the game makes it apparent from the start how to unlock it. Similarly, the game makes clear which villagers are romanceable by putting “single” next to their name. This allows you to focus what little time you have in town on the object of your affection which could lead to marriage and children. Once again, a major milestone that is made clear on how to achieve it from the start. Not all objectives and rewards are necessarily kept out in the open, but for the most part the game remains transparent. As such, the grind of daily chores becomes recontextualized as working to discrete goals, both short and long-term. The result is a Civilization-like “one more turn” stickiness where each day brings about new rewards and progress.
Another way that the game does grind right is in its overall leisurely pace. There’s nothing in particular you have to do, and if you want to ignore your farm to slay monsters the game will not penalize you. Though there are pathways for more intense players to min-max their game, it’s not necessary. As such the player can choose to engage with only the types of grind that they prefer. The lack of a failure state and cyclical nature of the game’s progression also encourages the player to keep on grinding. For instance, I missed donating quality parsnips to the community center during my first year’s spring but that simply made me look forward to the next spring when I can finally complete that task. This also has helped break me of reading guides and advice on the internet as much as I usually do because there’s almost no chance of me permanently missing out on the game’s content. It’s all simply fantastic game design and it’s no wonder why Stardew Valley has been receiving such high praise.
I always find that the best new ideas are the ones that have me wondering how I never thought of it. Stardew Valley’s basic premise of Harvest Moon meets modern crafting games is one of those ideas. I cannot overstate how much I love this game and how deserving Eric Barone is of his success. I hope game developers take note, regardless of whether they work in their basement or a mutli-million dollar studio. Grind will forever have a place in the designer’s toolkit, but it is up to them to use it for the benefit or detriment of their game. I’m not saying that Stardew Valley will or should influence the next Destiny, but it at least provides an example on how to make grind a positive experience, rather than one the player must endure.
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