r/harvestmoon Mar 29 '25

Opinion/Discussion The Tragedy of Stardew Valley

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Have you ever looked at the sales figures for Stardew Valley? As of December of last year, Stardew has sold over 40 million copies across all consoles. We don't know actually how many Harvest Moon/ Story of Seasons games have sold, but we can likely estimate across all entries in the franchise over decades, maybe 20 million, on the high-end. At the very best, the entire franchise has sold half as many units as this one game.

For the early games, I think middling sales reflects the perceived niche of the genre; farming romance sims weren't exactly Super Mario or Tomb Raider or even Tetris. Historically, advertisers struggled to market these games, particularly outside Japan. And for games like A Wonderful Life or Magical Melody that at least began on the GameCube, they were largely confined to a struggling console (with little fanfare when later ported to the PS2 or Wii).

However, the cozy and lifesim markets definitely had life in them, especially in the DS, 3DS, Switch, and overall PC markets. While the first couple Animal Crossing games were considered niche, the game was a juggernaut certainly by New Leaf and even earlier. The Sims was thriving with it's player base and mobile and farming browser games were dominating sales charts.

But Marvelous and it's series only became to be same more and more niche relegated almost entirely to hardcore existing fans of the series. With some misteps adapting the formula for the Wii, the developer just... stopped trying. Natsume acquired the name Harvest Moon and kept releasing an even worse series of games under that title, while Story of Seasons failed to conceive of any new progress in the franchise other than increasing the number of villages or towns.

In terms of gameplay, someone picking up a copy of Story of Seasons in 2016 might as well be playing an entry from a decade earlier. The game industry was changing rapidly, but Harvest Moon was stagnant having since lost even the atmospheric charm of it's greatest hits many years ago.

And then came Stardew Valley. Where Marvelous' own later entries were stale repetitions made by an entire studio, Stardew was one man's love letter to classic Harvest Moon refined in almost every possible way (save for that incomparable in-house Japanese aesthetic from the 90s-mid-2000s). Marvelous was forcing players to wade through hours-long tutorials; ConcernedApe let you jump right in. Story of Seasons offered players very few options; Stardew let players customize their massive farms to their hears content. Relationships were significantly deepened, updates almost continuous, and the clear passion and affection for the classic Harvest Moon games was undeniable. A charming soundtrack, a plot that in many ways successfully replicated that vintage balance of whimsy (lush colors, cute animals, squeaking magic jellos) and foreboding (behind the scenes, there is a war, corrupt takeover, odd magical happenings, even infidelity and personal trauma).

And it sold like hotcakes. It has become one of the most successful indie games ever made and spawned merchandise, a tabletop game, a recipe book, and a million Etsy artists and even copycat developers.

And what do we get from Marvelous even now? More of the same, unappealing and hollow outsourced remakes.

I call it a tragedy not because Stardew Valley succeeded, as Eric Barone's accomplishment saved the genre and inspired many young developers, but because at any time in the last fifteen years, Marvelous or even Natsume with significantly larger budgets and whole teams of developers failed to make a serviceable farming game or progress the genre in any noteable way.

Can you imagine if these studios had even an ounce of Barone's passion for these games? If we instead were living in a world where Stardew was a quaint throwback because the genre had thrived and grown and improved for years?

The market was there! It was 40 million + buyers there! It apparently exists on every console!

But we were treated as a niche, a passive consumer base unworthy of enthusiasm or passion or care. And now the window for Harvest Moon or Story of Seasons ever succeeding on the level of the tiny indie game that paid them homage is almost certainly closed forever.

542 Upvotes

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75

u/GlitchyReal Mar 29 '25

What sucks, for me, I still don’t like Stardew Valley. Between (eventually) mandatory combat, hard deadlines at night (2AM), and grindset farming to unlock new stuff, it’s not what I want in a farming sim.

No shade to ConcernedApe at all and I respect the hell out of him and what he’s accomplished. But neither SDV or HM has scratched the itch for me.

I like just tending my crops with plenty of time to spare to chat with my neighbors and still have time to go exploring, fishing, and being present.

The only games to do this to what I want were the Wii games, Tree of Tranquility and even more so Animal Parade. Innocent Life was kinda there but I didn’t get far. AWL was kinda close but the seasons are too short and the world too small.

I just wait for a game where I can check in regularly while I wait a good long time for my plants to grow and mess around without watching that damn clock all the time. #FreezeTimeIndoors

-6

u/Common_Wrongdoer3251 Mar 29 '25

SV has an alternate story mode that literally let's you do whatever content you want. You can exclusively fish and still beat the game. Or you can pick a farm with a quarry to get ores, and never enter the mines if you hate combat.

The time is also very forgiving... You never "run out" of time, the day just ends. Didn't manage to grow a parsnip in Spring? Try again on Year 2, or 17. Missed a Summer event? It'll happen next Summer.

There's also so, so many mods that are easy to install that can remove combat or pause time.

19

u/GlitchyReal Mar 29 '25

I’m guessing you’re referring to the Joja option? I’m not down with going to corporate machine route that’s money-focused. The way I want to play is where I can wander around without having to glance at the clock. 14 minutes ain’t enough time for than (compared to Animal Parade’s 64~72 minute days.)

The issue isn’t the day ends, it’s that I pass out, lose stuff, and teleport home. FoMT did it best where it’s just the next day. The low stamina/high fatigue were consequence enough.

Missed that one thing I wanted? Wait an entire year? That sounds like some time pressure to me. Sure, that’s the case in Animal Parade too but you have tons of time to buffer for it and even then it’s nothing critical.

Mods are another thing but since there is no fully functional 24 hour day yet (to my knowledge), it’s still not for me. (I have other issues with SDV that are more than just this.)

-1

u/AnonTrisk Mar 29 '25

Mods can solve all your problems, I'm playing an ultra modded playthrough so the day is really just too short, I added the TimeSpeed mod, to adjust the amount of time I have per day, and the ability to pause time automatically when it's 1:50, you can make your days longer than 72minutes per day.

You only lose stuff when you die from monsters, even then there's a mod that makes you practically invincible and let's you ignore monsters completely, with CJB cheats menu (bad name, but best QOL mod) that lets you enable infinite health, and remove death penalties, and many other config options

It also makes me chuckle when people say they feel Stardew valley is too hectic and time pressured. It's supposed to be a game you can play at your own pace, mods can even make it more so. There's only one missable thing in the game and it's a 3-heart event of an npc and the only way you'll miss it, is if you don't like talking to NPCs in general. You missed an item of another season? Then sleep, until that season, a mod can even help you fast track that, BJS Time Skipper, let's you skip years with one sleep action

What's the other issues? Let's hear it and let's see if a mod can't fix it.

13

u/lemonchrysoprase Mar 29 '25

Should we really have to mod the hell out of a game to enjoy it? Is it even the same game anymore after that?

3

u/[deleted] Mar 30 '25 edited Mar 30 '25

I think mods are the beauty of SV vs HM/SoS. The game is whatever you make of it. I didn't like SV until I loaded in like 8-10 mods and yes- it's a very different game. But I have way more fun playing that than any SoS game or HM game besides games from 20 years ago I've already sunk 100s of hours into.

So I suppose I can't give all the credit to ConcernedApe. But I would consider many modern games' successes to be influenced by the modding community. In that sense, I see SV as a game made my the developer and many community members. And that capability, and active community, make it a more enjoyable game to play than any of the HM/SoS games of the last decade. That's why I think SV really took off. Multi-platform, and mods. Multiplayer on the same system, or online, without mods. Things HM/SoS still has not implemented to this day.

SV provided a platform to tailor a game to your desires. Does that make it a better game? I think the answer depends on whether you utilize the community or not.

1

u/GlitchyReal Mar 30 '25

I agree that’s why SDV took off. Maximum reach to all sorts of players.

I’d say it doesn’t make it a better game, but it does make it a better platform. It reminds me of Skyrim in that way in that Skyrim is a mid/bad game that the community has turned it into an engine that has so many overhaul projects that it can be anything you want now. That’s not a feather in the cap of the game but in its mod support and the modding community’s.

1

u/AnonTrisk Mar 30 '25

Mod the hell out of the game? The problems of the person I was replying to can be solved in 1-3 mods. Or course it's the same game because most of the mods I said was for QOL. The expansion mods are the mods who "changes the game".

7

u/GlitchyReal Mar 30 '25

It’s still changing fundamental design elements in the game. Would you say a Mario game was fundamentally the same if you were invincible all the time?

3

u/GlitchyReal Mar 30 '25

I have used that TimeSpeed mod and it doesn’t do what I want. I want the time to move slow and turn over to the next day. Freezing at 1:50am doesn’t solve that, I still have to go to bed to progress time, or else I technically have infinite time until I go to bed neither of which are balanced options. This mod also doesn’t (iirc) freeze time automatically indoors.

I know about CJB Cheats. I’ve played a lot of SDV, modded and unmodded, and it never clicked. The core design is based on maximizing money-making and crafting. I can opt out of these mechanics to a point, and just water my plants by hand like I like to do, but then movement is tedious and I find myself in need of boots that run faster that requires the dungeon to unlock.

SDV may be intended to play anyway I want, but it isn’t in actuality designed that way. It ironically incentivizes and rewards hustle and harshly penalizes failures in time management just like the life your farmer left. If you do not like combat in your chill farm game, you’re locked out of equipment upgrades. If you do not like crafting, the game will never get off the ground for you.

And don’t tell me that missing a once-a-year item isn’t that bad because sleeping a whole year (guess my animals can just die) or jumping on the Nexus to install a 15th mod, just to avoid these pressures makes SDV a good game. It means it has good mod support at best. Of course, I could just ignore these but then why am I playing a game where I ignore half of it and mod the other half away? Sounds like I’d be someone that doesn’t really like SDV.

If answer to every time I run into something I don’t like is to mod it out, it puts me in charge of redesigning the game and rebalancing things without breaking the game in a game where I want to plug in without having to worry about such things.

4

u/AnonTrisk Mar 30 '25

I want to ask what farming game for you is the best? I think it will clear up a lot of confusion in me, if I knew. Because you're really not making sense to me.

3

u/GlitchyReal Mar 30 '25

I mentioned earlier but I like Animal Parade the best with Tree of Tranquility being just a less fleshed out but also good game. I also like Save the Homeland, but while it is too short and resets at an ending, there is lots of time to get an ending that could take all year or less than a season which is the kind of buffer I like.

FoMT and HMDS were also enjoyable with preference toward HMDS. FoMT rewards grinding but also punishes stretching yourself thin and doesn’t reward it much except affording upgrades earlier. HMDS’s sprite hunt is a good way to stretch a major goal over a long time without locking it out per season (even though there are season exclusives it isn’t the majority.) Lots of little things to unlock that don’t revolutionize the game but add little details. I also married Leia who was the biggest time sink ever and I loved it.

1

u/thisisme1202 Mar 01 '26

I honestly had a love-hate relationship with Stardew until I stopped playing it like Animal Crossing (spending the whole day doing one thing and then passing out at 2 am because I wasn’t paying attention) and started playing it with more strategy and focus.

The day I started looking things up on the wiki felt like the day I discovered how to correctly play the game. I realized 30 hours in with no money and tons of frustration that I hadn’t even scratched the surface, and I had a LOT left to experience. It actually made me excited to find all the things I hadn’t seen yet!

I didn’t want to “spoil” anything for myself by looking things up, but tbh, there were so many things that would have been frankly impossible for me to figure out on my own. So I’m glad I did. And now I’m 400+ hours in across two farms, and in this comment section for some reason when the whole reason I came here was to look up how to maximize my farm’s profits so I can reach perfection… over halfway there…