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i'm fairly certain the primary intended usage of the beach farm is to use the extensive space for buildings rather than crops. i'm working towards quite a number of fish ponds in my current playthrough.
basically, the first year on the beach is kinda rough, but once you get the sprinkler-able patch cleared, and the greenhouse working, things ease up a lot. one particularly nice thing in year 2 spring, you can plant a ton of rice along the coasts; the ocean water counts for irrigating the rice.
yeah, that's absolutely a valid approach (although i personally dislike dealing with livestock, especially free roaming)
ultimately, i think the ideal purpose of farm variants is to guide players towards different kinds of gameplay.
someone evaluating them all primarily in terms of "how many crops can i plan/keep watered with sprinklers" is pretty much a signal that what someone probably wants is to play the baseline farm.
I think Ocean Farm incentives a different style of play which I'm gonna have to get used to. Feels "worse" because my usual isn't as effective on it.
ginger island is an unlockable part of the game you can get access to after the community center. it's an entire set of explorable areas, with farmland, a quarry, a new set of mines, and other things to do.
at this point, what was "endgame' prior to 1.5 is pretty firmly "mid-game" nowadays
all of the alternative farms have this effect to different degrees to different people. the beach farm is just more stark about it for the most basic playstyle (i.e. farming)
but people who are already into ranching and other building-centric things as their normal playstyle are probably seeing it as easy mode, seeing as how it has the most buildable area of all of the farms (including the original farm).