Short Exercise: MDA & 8 Kinds of Fun

Stardew Valley is an excellent game that implements a number of mechanics to create a challenging and entertaining gameplay dynamic. In fact, there is an entire subpage on the official wiki that goes into detail on the different mechanics: https://stardewvalleywiki.com/Category:Game_mechanics

The dynamics I most enjoy are those those that give Stardew Valley its complex RPG feel: those related to probability in luck, crop or fish quality, and likelihood to obtain certain items; the code that causes certain gifts to increase or decrease friendship with different NPCs based on their likes and dislikes and whether the gift is being given on their birthday; the “randomness” in weather events, luck days, and what you find on each level of the mine, among other things. Although min-maxers may upload their save files into websites to determine the spawning point of certain items, much of the actual gameplay in Stardew Valley is “randomly generated” (such as what items appear in the traveling cart) and some of it is adjustable to player preferences. For example, players have the option to guarantee the community center is completable in one in-game year, guaranteeing a red cabbage seed will appear in the traveling cart during year one. The coded randomness within the game makes it feel more exciting and unexpected, as what the next day brings is partially up to (encoded) chance. 

A mechanic I didn’t initially enjoy within the game but came to love were the time cycles that caused the in-game days to progress very quickly. At first, I found this mechanic to be a significant limitation in my gameplay as I couldn’t spend more than 14 “actual” minutes in the skull cavern without passing out. However, I grew to love it as it adds a challenge dynamic to gameplay, which I feel avoids player burnout and (depending on play style) encourages the player to explore other parts of the game – like harvesting crops when they’re ready, or gifting an NPC on their birthday. The day-night cycles almost discourage the “grindset” I sometimes find my min-maxing brain getting sucked into, and encourages me to do more than focus on one aspect of the game for long periods of time. 

  (Figure 1: Player receives a letter in the mail when passing out in the mines)

Image credit: https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.reddit.com%2Fr%2FStardewValley%2Fcomments%2Fb5gg97%2Flinus_i_passed_out_in_your_tent_because_i_knew_i%2F&psig=AOvVaw2yW9dfXxw3dkOx03O6xCIU&ust=1744145659830000&source=images&cd=vfe&opi=89978449&ved=0CBYQjRxqFwoTCKDugI3nxowDFQAAAAAdAAAAABAR

In Nicole Larazzo’s 4 Keys to Fun, I found the inclusion of “The People Factor” to be an interesting consideration, particularly for the subpoint “I don’t play, but it’s fun to watch.” When considering the elements of games that make them “fun”, I feel it is rare to consider those who interact with the game more as a spectator than a player – though this phenomenon seems to become widespread with modern streaming platforms (Twitch, Youtube, etc.) where viewers often spend long periods of time watching others play games, and find entertainment in doing so. 

I also found the taxonomy of creative expressions diagram in Chris Crawford’s paper to be interesting, though I feel it lacks nuance. For example, placing movies and books into a non-interactive category fails to account for choose-your-own-adventure movies (a more recent addition to Netflix and other platforms) and novels, with the Choose Your Own Adventure Series being launched in 1979 – far before this paper. I think the concept of the diagram itself is very interesting, but would like to see different ways of creating subclasses for the types of expression.

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