Εγκατάσταση Steam
Σύνδεση
|
Γλώσσα
简体中文 (Απλοποιημένα κινεζικά)
繁體中文 (Παραδοσιακά κινεζικά)
日本語 (Ιαπωνικά)
한국어 (Κορεατικά)
ไทย (Ταϊλανδικά)
Български (Βουλγαρικά)
Čeština (Τσεχικά)
Dansk (Δανικά)
Deutsch (Γερμανικά)
English (Αγγλικά)
Español – España (Ισπανικά – Ισπανία)
Español – Latinoamérica (Ισπανικά – Λατινική Αμερική)
Français (Γαλλικά)
Italiano (Ιταλικά)
Bahasa Indonesia (Ινδονησιακά)
Magyar (Ουγγρικά)
Nederlands (Ολλανδικά)
Norsk (Νορβηγικά)
Polski (Πολωνικά)
Português (Πορτογαλικά – Πορτογαλία)
Português – Brasil (Πορτογαλικά – Βραζιλία)
Română (Ρουμανικά)
Русский (Ρωσικά)
Suomi (Φινλανδικά)
Svenska (Σουηδικά)
Türkçe (Τουρκικά)
Tiếng Việt (Βιετναμικά)
Українська (Ουκρανικά)
Αναφορά προβλήματος μετάφρασης
The game took you reaching the festival as you wanting to be part of it, even if you don't participate in the game it has, that's how it works, and is meant to be that way.
So no one in the history of the world shows up for an event, decides they are not into it and then leaves early? What world do you live in, exactly?
You say 'there is no option to leave early.' Well you are correct because when you try, you are nevertheless held until the event is over. However do you deny that the event has a time limit? Or does it actually never end if you never manually leave? Just because you do not see a clock does not mean there is no clock.
That you hung there all day is clear. I am not disputing that. Your explanation seems to be 'You stay there regardless of what you, the player, want your character to do'.... despite the fact that, supposedly, it is actually your character with you making the decisions as to how they spend their time.
And AGAIN, I am not saying it is a bad game. Nor do my comments have anything to do with the graphics, so not sure why you feel it being old school has anything to do with anything.
Well you are right. I could apply some other form of 'logic' on the game, like explain the situation by saying that it is because pumpkins are really blue with little kittens dancing inside them, but that does not really help anything, now does it? What exactly is wrong with applying real life logic to a life sim?
Why, exactly, is my explanation of being held in custody less valid than yours? Particularly since when I am playing, it is my character and I should have a better idea of what they like or dislike than you do? Seriously, though.. you have never gone somewhere just to check it out and when you have you have always stayed until closing? You are always the last to leave a party and have never seen someone leave a party early due to needing to get up early the next morning or needing to get to work or some other commitment?
And as for me 'exaggerating the whole thing,' it seems to me that you are the ones exaggerating my complaint.
I wasn't discussing "good" or "bad" I was talking about what makes the distinction between "sandbox" and "game".
The Egg Festival runs from 9AM to 2PM. You can go at 1:59PM. If you can't get what you need to do done between 6AM and 1:30ish, (and between 10:00 and 2:00 on the other side) then you've got much bigger problems.
This is a game that simulates life in a small, rural town. (Note, I said "simulates", it's an abstraction, some elements of it work well, some not so much). Part of that simulation is participating in the local community. IE: Role-playing. Going to talk to the villagers. Participating in their local festivals and events.
My point is: If you go to the Festival, then you are there for a minimum of 8 hours because "you" (meaning your character) lost track of time, regardless of what you (meaning you, the player) might nor might not have had planned.
Insisting you're being held prisoner is ridiculous. The game clearly tells you what to expect, and gives you the choice to participate or not.
There are good reasons to participate. There are good reasons not to. If you do choose to, then you are spending some of your in-game time. But you had a choice to do so or to not do so. If you want to try to abdicate responsibility for the choice you made, that's your business certainly, but if that's the way you're going to insist on going with this, then my suggestion is that you should consider a different game.
This is a game about planning. The game goes out of its way to give you the information you need to plan effectively. If you choose to ignore that and blunder around, then that's on you.
Of course they do, but what you don't seem to understand is that as far as the game's narrative is concerned the player character doesn't ever make that choice. The game does nothing to suggest you so much as tried, hence the lack of dialog asking if you want to and you getting home late.
No, there is no time limit to the events. The clock not being there means you the player have no way of knowing how long you were there, while also not having to worry about running out of time. That allows the game to communicate the idea you were gone all day without any contradiction.
Where are you getting the idea you're leaving early? How do you know how long you stayed or at what time you left without a visible clock? You're making arguments based on details that don't exist, not can exist. Its like the old "where are all the bathrooms in games" debate.
I don't recall anybody accusing you of claiming the game is bad, your complaints just don't make any sense form a narrative or game design point of view. And I wasn't talking about graphics either. This game isn't just replicating an art style, its replicating the way old school games told stories. That means relying on context and implied narratives rather than text, since storage was so limited. Stardew does that very well, and this is one such example.
So if you are allowed to leave early it is a sandbox not a game? Pardon? If you do not go at all there are no negative consequences with respect to relationships with townsfolk. If you go and talk to absolutely no one, there are similarly no negative consequences. So please.. stop insisting only your rationalizations apply. And the game does not tell you that you cannot leave early. Nor in any normal town of the sort you are describing are you literally prevented from leaving early. I am living in a town with only a population of 34,000. My grandfather lived in a town with less than half that population. And that is the current population, not what it was when I was a kid. If you leave an event early eyebrows will be raised and people might worry or wonder, but there is no magical awe making you stay. Whether you feel obligated to stay is up to you, not up to the townsfolk.
And NONE of that changes the game being about planning or time management. Being able to leave early would not make it less of a game. To the contrary, being told you ARE doing 'these things' too often would make it less of a game. The extreme example would be if the game gave you no freedom at all and you just watched your character do what the game says your character does. The difference between a game and a sandbox is that in a game, the choices you make have actual consequences... something happens from them. If you go to a festival and stay the entire time you have more time to do things at the festival which might help you more later.
So your character knows the time the entire rest of the time, even deep in the mines, but at a festival you cannot even see the position of the sun? And in fact you say you can spend the equivalent of several days at a festival? A year or more if you are crazy enough and only a day passes? And you are defending that as good game design?
Where do I get the idea I am leaving early? Do you have no sense of time whatsoever without checking a clock? Arrive, spend a very short time determining there is nowhere that I can sell anything and turn around immediately to leave. I know how long that would take in 'normal' play so why would time flow differently simply because it is a festival? My character is moving around with purpose, not standing there jaw open beguiled by the event. Where the bathrooms are is not a good analogy since they can be assumed to exist without seeing them. Time flow is something you directly sense.
In other words, you are trying to claim that time literally being stopped (despite it not, since you know what time you entered the event since you had access to the clock then and you know what time you arrive back if you leave) makes more sense to you than being placed in custody. My answer is rational. Yours requires magic.
No, you simply seem to have a very hard time separating the narrative from the very mechanics that make it a game. You're answer isn't rational, its the equivalent of proclaiming the townsfolk must defecate in the streets because the devs chose not to model bathrooms in the houses. Not to mention, how in the world are you rationalizing that that these bathrooms are there you just don't see them, but somehow got stuck on how the festivals work?
Not every element of game design is meant to represent life from the character's perspective, much less real life itself, often its just a convenience for you the player or a tool to frame the narrative. That's what the clock is, and what time conveniently freezing and skipping to 10 pm is. Its happening from your perspective to convey a particular narrative, not the character's.
Frankly, I don't see how such a trivial detail has caused such an ongoing discussion, or where you're even going with this tangent. You're trying to apply real world logic to mechanics not meant to be explained let alone thought this hard about.
No it is not. There is no poop in the streets. As for where they do poop, not only does it seem like you have never been to an actual small town but you also have never been in a community that for whatever reason (usually too small to warrant the cost) does not have indoor running water. In such a community, sir, you poop in a hole, which usually has a small shelter built around it but such is actually optional. It is actually possible to poop in a hole that does not have an outhouse built over it. However regardless of when you leave the event, it is 10 pm when you get home.
As for the accusation of it being trivial, you lot are the ones insisting that my interpretation is some major thing that cannot possibly be correct. The difference here is that I am saying what my character's intentions are... and you are also trying to say what my character's intentions are. For all I care, your character can absolutely love such events and volunteer as chair for people to sit on until the event closes. Or could be fascinated by a particularly fluffy cloud. Or could be working on a cure for cancer, or whatever you imagine your character doing.
If you’re allowed to leave and have zero game time pass? Then it’s just a sandbox.
And that’s not how Concerned Ape wanted it, or designed it. It’s a game. The pressure to manage your time and your energy is what makes it a game.
Your attempts to apply real world logic to the game are irrelevant. As I said before, it’s a game, an abstraction. There isn’t a one-to-one correlation to the real world.
The Festival has value.
It’s a break in the normal routine.
It offers a mini-game (the Egg Hunt).
It offers rewards for winning the Egg Hunt (both cosmetic and material).
It offers a chance to interact with the townsfolk in a setting that is out of the ordinary, and to learn more about them.
It offers special merchandise, the most important item being the Strawberry Seeds.
It doesn’t matter if you think those things are important or not.
Concerned Ape (the designer) has decided those things have value. Further, he has decided that the cost to you will be a minimum of 8 hours of game time taken out of your day. That’s what CA has decided the opportunity cost to access those things will be.
There is a set of victory conditions in the game.
https://stardewvalleywiki.com/Grandpa
Achieving those victory conditions requires that you master managing your time. Losing half a day (or more) is a penalty which makes those conditions harder to reach (not by a lot, but it is still a cost). In return, you get access to things the Designer felt were worth the penalty.
You don’t have to agree with his valuation of their worth.
You also don’t have to go to the Festival, or even play the game.
But if you are going to continue to play the game, then you’ll have to come to terms with the opportunity cost to visiting any given Festival. This isn’t the real world. A day’s worth of activity is crammed into 13 minutes. Some activities take proscribed amounts of time.
Plan accordingly whether or not you wish to visit any given Festival.
Plan accordingly whether or not you wish to continue to play the game.