Mechanics Ideas for improving upon Harvest Moon-like Games

Just Yeas

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So, I plan to make a game that's a lot like Harvest Moon/Rune Factory (or the recent Stardew Valley)


But, i dont want to stay in the frame of mind of the games above. I want to expand or improve upon it.


So, any suggestions on any mechanics I should be implementing besides just farming? If you can, be specific.


Anything you don't like about these types of games that might need a change or to be improved? (The way Fishing, Mining is done in the games maybe? or things like this..?)


I've got a few ideas (like hunting - which wasn't in any of the original titles), but I want to hear others' opinions first.


After that, maybe I'll do a poll on the most wanted features for a farming game (which might end up to much much more than just a farming game)


Any ideas would do, no matter how whacky or absurd they are!


If you're confused about what I'm looking for, feel free to ask for more of a clarification... hehheh


**Any Plugin suggestions for this type of games? Or for adding Mechanics?**
 
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_Shadow_

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A good idea would be to keep in mind that Harvest Moon type games are already very complex to make and also simple enough for the gamer.


Mining, harvesting, breeding animals is the major stuff to do. You can add a storyline that might change according to user decisions and if things are done right or wrong. You can also try to make side quests of collectible items. For instance, fishing all kinds of fish in game. Use differend harvests as bait, get different fish chances. You know... things like that.


Just keep in mind that overdoing it with complex mechanics has a hidden threat. Making a game more complex than it should be, might make it not so appealing.
 

Sardonic

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Maybe you could add some sort of exploration element to the game.  Harvest moon games are fun but you usually just stick around your farm, the town, maybe dive in some dungeons, mine, but once you've been around a bit there isn't too much that is new and interesting.  Maybe some kind of adventure mechanic where you leave your home and explore the surrounding lands.  I think it could be done without over-complicating things, like Dreadshadow said.  Just an idea.
 

Hudell

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As someone who has been working on a similar game for over two years, I agree that you should definitely get the basics working first. You'll have plenty of time to have ideas for new mechanics while working on the default ones (just this week I added a raft and some small islands to mine) 


It's also very hard to make a farm game with good gameplay on rpg maker. Make sure to make heavy use of plugins to ensure that working on the farm is fun and not just a chore. 
 

Dr. Delibird

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Unless you are at the point where you already have the very basics of a game like this implemented, I wouldn't even give a second thought as to what else to add on to it.


The project I am working on now did not start out anywhere near envisioned like it is now. Original there was only going to be a single playable character, then only 4, now I am unsure on the exact amount but it is over 10 and under 20. The reason why that got out of hand is I didn't lay down the ground work for the base of the game I wanted to make. Now it is a different game than I set out to make, and I will finish it all the same, however that doesn't change the fact that I created more work for myself simply because I didn't lay the foundation correctly.


Now to properly answer your question, it honestly depends on what you would want out of a harvest moon type of game that isn't already available elsewhere. Or maybe it is but not in a harvest moon type of game. Maybe you could add a bug repellent system where you have different grades of bug repellent and certain bugs are resistant to lower grades. You could even make it possible to fight the bugs off in a combat system of some sorts for when the repellent is not strong enough.
 

Kes

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@Yeasien Red font is for the use of Moderators only.  Please edit the final section of your post to change the color used.


Actually, it would help if you edited the whole post so that the text was in a more readable color - that brown is not clear.  And when it is accessed by phone (as I first did) having centered text instead of normal left justified, is not easy to read.
 

Canini

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To build on the exploration aspect several people have already mentioned, how about having a cartography job. In Tingle´s rosy Rupeeland (yeah I know, there is no coming back to sanity after playing that game) you can sell maps by exploring, gaining extra cash for finding landmarks and secrets.
 

Just Yeas

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A good idea would be to keep in mind that Harvest Moon type games are already very complex to make and also simple enough for the gamer.


Mining, harvesting, breeding animals is the major stuff to do. You can add a storyline that might change according to user decisions and if things are done right or wrong. You can also try to make side quests of collectible items. For instance, fishing all kinds of fish in game. Use different harvests as bait, get different fish chances. You know... things like that.


Just keep in mind that overdoing it with complex mechanics has a hidden threat. Making a game more complex than it should be, might make it not so appealing.
Yeah, they are very complex, but (for now atleast), I feel determined and I'm serious about making this game. Yeah, my goal is to make it simple but diverse. I want to be able to make the game engaging for players (Yeah, I know, its a monumental task, I'm not doing it all alone...heheh) -- I do have a lot of ideas on how to make the game engaging. My expertise lies in Narrative & Graphics/Aesthetics, and I have been researching on those as well as Animations&Animating (2D ofcourse), so I will use a lot of the things I learned for this project. I can take care of the Mechanics, but the place I'm struggling with is Music  ;_;


Mining, Harvesting, Breeding will be there ofcourse. But I'm still looking for better ways to change or improve the Mining. (I need more research on this)


As I mentioned, my expertise lies in narrative -- So I definitely plan on giving it a lore, or story that the main character can influence in every step of the way. Also, I plan on making every character I introduce seem like a real person (with their internal & external struggles, Past, Emotions, Choices and consequences) and not be just a bland NPC. The player will ofcourse aid them and influence their actions -- similar to a character in 'Friends Of Mineral Town' who you help get a job and stay in the town, remember?


Side quests will be there, and ofcourse a diverse amount of items.


I like the Harvested bait idea for fishing! But I do want to change the way fishing is done in the games. I'm not very fond of the traditional fishing... Any Ideas on that, maybe?


Whatever I wrote above sounds wayyy too complex to you maybe, but trust me, in my head, the final vision of my game isn't bombardingly complex. I know the dangers of overcomplexity (I did a little bit of research on that too). What I'm aiming for is depth and engagement, that's all. If I feel it's getting too complex, I'll take a step back and simplify

Maybe you could add some sort of exploration element to the game.  Harvest moon games are fun but you usually just stick around your farm, the town, maybe dive in some dungeons, mine, but once you've been around a bit there isn't too much that is new and interesting.  Maybe some kind of adventure mechanic where you leave your home and explore the surrounding lands.  I think it could be done without over-complicating things, like Dreadshadow said.  Just an idea.
I totally agree! I was actually thinking of something like this -- You travel to different lands (preferrably in the winter when there isn't much to do in your farm), meet new people, learn new things (skills), Bring things home in spring to improve your farm life and all. I can add diversity and contrast to each place you visit, with things to do there too. (My game is set in a different world in a sort of rennaissance era, so there won't be many modern elements)

As someone who has been working on a similar game for over two years, I agree that you should definitely get the basics working first. You'll have plenty of time to have ideas for new mechanics while working on the default ones (just this week I added a raft and some small islands to mine) 


It's also very hard to make a farm game with good gameplay on rpg maker. Make sure to make heavy use of plugins to ensure that working on the farm is fun and not just a chore. 
Thanks for the advice! I do have some of the basics set in place


Yeah, my game will end up being very plugin heavy...


I'll do my best to make ''working'' in my game engaging

Unless you are at the point where you already have the very basics of a game like this implemented, I wouldn't even give a second thought as to what else to add on to it.


The project I am working on now did not start out anywhere near envisioned like it is now. Original there was only going to be a single playable character, then only 4, now I am unsure on the exact amount but it is over 10 and under 20. The reason why that got out of hand is I didn't lay down the ground work for the base of the game I wanted to make. Now it is a different game than I set out to make, and I will finish it all the same, however that doesn't change the fact that I created more work for myself simply because I didn't lay the foundation correctly.


Now to properly answer your question, it honestly depends on what you would want out of a harvest moon type of game that isn't already available elsewhere. Or maybe it is but not in a harvest moon type of game. Maybe you could add a bug repellent system where you have different grades of bug repellent and certain bugs are resistant to lower grades. You could even make it possible to fight the bugs off in a combat system of some sorts for when the repellent is not strong enough.
I understand. I will have no regrets if my current game ends up being a totally different game by the end. This is because I'm more focused on how enjoyable the game will be, rather than focusing on my mechanics and sticking to them. My mechanics and gameplay plans may completely change if I feel like I can deliver a better experience in other ways. That being said, I still do have a foundation for my game. The reason I started this topic is to know the opinions of the people in this community. And yeah, its been very helpful


I could add a ''critter'' system, but not sure if I want to fight those critters in combat... Maybe I could add fighting wild animals in the forest or any who come into the farm. (or maybe even tame them...hmmmm, maybe that's looking too far ahead >_> )

@Yeasien Red font is for the use of Moderators only.  Please edit the final section of your post to change the color used.


Actually, it would help if you edited the whole post so that the text was in a more readable color - that brown is not clear.  And when it is accessed by phone (as I first did) having centered text instead of normal left justified, is not easy to read.
I fixed it. Is it okae now?

To build on the exploration aspect several people have already mentioned, how about having a cartography job. In Tingle´s rosy Rupeeland (yeah I know, there is no coming back to sanity after playing that game) you can sell maps by exploring, gaining extra cash for finding landmarks and secrets.
Hmm, I guess I can do that....


Thanks, everyone for you feedback!
 

Kes

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Thank you, that's much clearer now.
 

Just Yeas

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Any more suggestions? or advice?
 

Basileus

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I kind of hate to say it, but you probably shouldn't go too hard on this one.


You're dealing with an established niche genre here. Even the original Harvest Moon still gets played. There is a certain fun in just watching your farm grow and improve - there is a very good reason that "games" like Farmville and Cookie Clicker became popular. I enjoyed Rune Factory as a fun "fantasy Harvest Moon" with more RPG elements tossed in, but it didn't really push the envelope and that was just fine.


No matter what, don't lose sight of what makes the Harvest Moon / Rune Factory series actually fun. Far too many games today try to copy what successful games do without really understanding why said games resonated with players so well. The best thing you can do is really take a good, hard look at the series and identify what makes it fun - ask players if need be - and makes absolutely sure you include all of those elements. As long as you do that, then any extra features you want to add should be fine as long as they don't get in the way of the core engagement factors.


Heck, you can even cross it over with another genre if you want as long as you keep the important parts.
 

Just Yeas

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Yeah, I agree with everything you said. Thanks.


What aspects made it fun for you?
 

Basileus

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I may be alone on this one, but I actually really liked starting out with a run-down, weed-ridden farm to really build up from nothing. Stepping out of your house on Day 1 to see the utter wreck that is your field is disheartening, but clearing a small plot out to start with feels pretty good and it feels nice to see that small usable plot expand as you work your way out until the whole field is productive and healthy.


Then you finally get to harvest your first tiny crop and get sweet, sweet cash. Then you can use that cash to buy tools, animals, seeds, etc. Just your first time into the shop you see tons of stuff you can't afford so you make it your goal to someday have all of it. It's good to have little goals like that since you can actually achieve them with a little effort and checking things off your "To-Do/To-Get" list is borderline addictive.
 

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