Fans of mellow, farming simulations are probably aware of the indie pleasures, Stardew Valley. It is a comfortable experience when you work on a farm in a small town. It has received some expanded and updated Since its release, it’s all built on this humble foundation. There is even a Stardew Valley The board game has done a great job translating all elements of its source material…except the combat.
In a Designer Diary post on Board Game Geek, lead designer Cole Medeiros lifted the curtain on the design challenges he faced. Stardew Valley board game. Medeiros explained all of the collaborations he’s had with the video game creator, Eric Barone, and how they wanted to make sure this desktop adaptation would capture the same appeal of talent. source data. To quote Medeiros, “We know Stardew made for a great board game experience: lots of resources and items, characters and locations. There’s too much lore just waiting to be put on paper – but while it’s exciting to think about, we still don’t know how to capture all the fun little things that work so well as a game. play game. “
But one of the biggest absences is combat. inside Stardew Valley video game, featuring dungeon crawlers, where you’ll explore underground passages and battle monsters for valuable resources. Considering how much the game focuses so much on crop management, farming, and interacting with the town’s locals, that’s one of the standout elements. It was a small element that, as Medeiros said of the long process of prototyping, combining feedback and iterating, it ended up being completely eliminated. Elements such as fishing, catching insects, the change of seasons, various building upgrades that can be applied to the farm and the community, are all added and expanded.
But when it comes to elements that are weaker or too complex to fit into the overall design, fighting monsters is one of the things Medeiros loves in the design must kill. “I came up with a lot of things that didn’t work at all. Initially there were monster battles involving mines, tug-of-war involving fishing, foraging is not a free action, and so on and so forth. like that. Sometimes I come up with great ideas, but they’re too complicated. I condense the strengths of these ideas and remove the weaker parts to achieve what’s already in the game.”
The biggest surprise in this Designer Diary is that Medeiros is encouraged to design Stardew Valley Board game this way by Barone himself. He told Medeiros not to worry about the target audience or tick boxes on the must-have list, but just create a game you enjoy playing. The entire post is a fascinating look at the amount of time and effort that goes into designing a board game, even one based on an official license. But above all, it can show that sometimes less is more.
https://techraptor.net/tabletop/news/stardew-valley-board-game-almost-had-combat | The Stardew Valley board game almost had combat