Game Information
Name: Stardew Valley
Creator: Eric Barone (“ConcernedApe”)
Platform: Nintendo Switch, iOS, Android, macOS, Playstation 4, Xbox
Target Audience: Ages 10+
Stardew Valley offers a peaceful retreat from the pressures of modern life, immersing players in the serene rhythms of rural existence. As players build relationships, manage their farms, and engage with the community of Pelican Town, they encounter a digital world that aligns with several key concepts of feminist theory. Drawing from Shira Chess’s “Play Like a Feminist,” Stardew Valley emphasizes inclusivity and non-toxic gaming environments, grants players significant agency over the game, and avoids a traditional narrative climax. In this analysis, we also explore areas where the game can be further improved.
Stardew Valley exemplifies several principles of feminist gameplay as discussed by Chess. The game’s casual, non-competitive nature stands in contrast to the aggressive, toxic environments often associated with mainstream gaming. This shift away from traditional masculine gaming norms creates a welcoming space for players of all genders, free from the “toxicity barrier” that Chess outlines. In my play-through, I definitely felt tranquility in the game’s activities from planting and harvesting, raising animals, building structures, exploring, and interacting with other villagers.
A core element of feminist theory in gaming is the emphasis of player agency. At the start of the game, Stardew Valley offers extensive character customization and minimizes hand-holding for the player, which encourages players to explore and figure things out on their own. In this way, players can shape their own experiences, deciding how to spend their time and interact with the world. The game’s lack of explicit goals or linear progression encourages exploration and personal choice, reflecting a feminist rejection of rigid, climax-driven narratives that are common in masculine storytelling.
Moreover, Stardew Valley introduces social barriers that require players to practice emotional intelligence, which marks a departure from the physical or gamified obstacles in other video games. Building relationships with townspeople is essential for game progression, emphasizing empathy and emotional connection over technical-based mechanics. This directly aligns with the feminist ideals discussed by Chess, especially with valuing emotional work and interpersonal relationships. The game’s social mechanics also promote a sense of realism and respect for boundaries. For instance, whenever I tried to enter other characters’ homes I found that you weren’t allowed to unless you had explicit permission, emphasizing how the game prioritizes privacy and consent. This feature challenges players to consider the autonomy and agency of other villagers, fostering a more respectful and feminist approach to social interactions within Stardew Valley.
While I think that Stardew Valley incorporates many feminist principles, there could be more representation of gender roles within the game. When playing, I saw that some characters’ interactions and tasks reflect traditional gender norms, even though we could engage in various activities. For instance, some characters exhibit stereotypical masculine or feminine traits, which reinforces traditional gender stereotypes. In the same way, the game’s marriage system follows a heteronormative framework in its presentation and dialogue, despite its efforts to be inclusive. Even though the game allows for same-sex marriages, I think there could be more steps to challenge conventional relationship dynamics and provide more diverse portrayals of romantic and familial relationships. However, Stardew Valley does a great job emphasizing player agency, emotional intelligence, and community building. The open-ended gameplay and opportunities for decision-making allow players to craft their own narrative. So, I think Stardew Valley’s approach challenges traditional storytelling norms and promotes a more diverse gaming experience.
Although I believe the game has fostered a more inclusive and feminist gaming environment in the lens of Chess, I don’t see myself continuing to play it in the future. For me, having a lack of direction or clear goal within the game lessens my interest to continue playing or reach a point where I’m significantly invested. But, I recognize the wide appeal the game has for its target audience and the serenity it provides through its various activities. I’ve noticed this trend with my previous gaming history, so I wonder if this has influenced how I interact with games currently or in the future.
Reflecting on feminist theory and my experiences playing Stardew Valley, I wonder how much social and relationship-building aspects of the game contribute to its overall engagement. Are there psychological components, similar to how we treat other human-beings, that are also at play?