Stardew Valley: Inconvenience Creates Gameplay | Mini-Read
Can inconvenience drive, and even generate, game content? This is Mini-Read, a series where we take a break from the big picture and focus on a single element from a game. In 2016's Stardew Valley, the system handling your relationship to the townsfolk of Pelican Town can seem needlessly frustrating at first. But when you examine it close, it's constructed to both reinforce the game's themes as well as leverage its content to its fullest. We also take a look at similar concepts from other games, and compare it all to when it doesn't come together quite as well.
Mini-Read is a short-form series of games criticism published every other Thursday. Alongside it, I publish long-form criticism on a when-it's-ready basis.
Games featured in this video (in order of appearance):
Stardew Valley
Dark Souls
Bioshock: Infinite
DOOM
Dragon Quest Builders
Beautiful Katamari
The Last of Us
The Elder Scrolls: Skyrim
Mafia III
Divinity: Original Sin 2
Pillars of Eternity
Torment: Tides of Numenara
Baldur's Gate
Pony Island
Music Used (in order of appearance)
Stardew Valley – Fall (The Smeel of Mushroom)
Stardew Valley – Winter (Ancient)
Stardew Valley – Mines (Marimba of Frozen Bone)
Stardew Valley – Mines (The Lava Dwellers)
Stardew Valley – Winter (The Wind Can Be Still) [Original Remix]
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Michael Saba's video on Disempowerment
https://www.youtube.com/watch?v=Xb3bS-OjSXE&t=315s
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