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I would recommend watching this review:
https://www.youtube.com/watch?v=4_0Aij0Pa98&t=63s
He discusses exactly those points.
Ahoy_NATO, not sure if we both played the same Stardew Valley, but mine had very clear failstates. And I don't know how widespread this opinion is, but failstates are essential to the concept of a "Game". So no, if Yonder doesn't have any failstates, it's not a game. It's a sandbox or a simulator.
To top it off, thinking a game needs a failstate to be a game is just depressing to say the least. This game has a beautiful story, tons of content, and doesn't require someone to fight off bad guys or restart missions.
You can pretend like Stardew has failstates all you want and accuse this game of "not being a game" but neither require you to complete anything to play it through its basic content, Stardew doesn't even have a real story, at least this game does. The initial reviews for Stardew were actually bad because of the reasons you're accusing this game of being bad. Then after it became popular all the reviews 180'd to be positive.
Maybe start looking at games as experiences, not failable quests and combat. A game is something more than a "simulator or sandbox" it's an experience and a story, something that brings happiness to people.
Stardew Valley can be very punitive when you faint, making you loose random items (including tools) and money. You can loose crops, fences get damaged over time, and if I'm not mistaken, also loose progress with the mines levels.
I personally dislike when games punish deaths. A lot of gamers claims that they need that, or else they will exploit the mechanics. I say, you just need to play in an immersive way.
I don't get why people jump in here to "defend" Yonder, are "Sandbox" and "Simulation" dirty terms in this industry now? Does that make this an inferior product to normal games?
If I believe the review posted above, the core "gameplay"-loop of Yonder is collecting rocks. Barring any failstates or any tangible goals to work towards, this puts it on a level of cookie clicker. I think it looks really nice and you have a bit more of interaction with the world, so I'd call this a sandbox.
Wikipedia will provide you with a couple of definitions of a "game", but Yonder is certainly not that. Doesn't make it bad, just makes it a nieche product.
So, if you have a constructive suggestion as to how a non-combat genre game can be a better non-combat genre game, feel free to test this beautiful game and give your opinion. Else, i really don't see why you're here...
That doesn't seem quite fair. I came here prior to buying because I have some hesitations, and I figured the forum would be a good place to see other people who've asked similar questions. Unlike OP, I don't really need combat or death, but the review Ogami posted does kind of sum up my hesitation about the game. It's very pretty, but to me, the collecting and gathering is a means to an end, while this game uses it as an end in itself.
Stardew Valley, to me, wouldn't have been any worse without the mines or combat, those weren't the draw. What I liked, though, was that it had a very real sense of progression. Whether it was clearing/upgrading the farm, improving your tools, fixing the community center, filling out collections, or just improving your relationships with the other villagers, the game was filled with things that made you think "hey, I've improved my situation in this game. I've made progress, I've accomplished some sort of personal objective." By the same token, I tend to get bored by the openness of sandbox games quickly once the story and side missions are completed.
To be honest, this game kind of sounds like it lacks those elements, like if all Stardew had was the foraging element. That's not necessarily good news, but it's something I'm glad to hear, and it's more information than I would likely have received just by reading the reviews. As long as people aren't outright trolling or ♥♥♥♥♥♥♥♥♥♥♥, I'm glad to see voices from all sides on these boards, whether positive, concerned, or critical.
If we're going to look at Stardew Valley, it has plently of losing points. You can be knocked out, faint, fail to catch a fish, and so on. It is both a videogame and a game in a classic sense. Yonder, while certainly a videogame, has no losing. Aside from missing a jump, or missing an anual event (which just leaves you waiting til next year) you can't really lose. As far as I can tell, you can't even fail to catch a fish. So, if were are to use the win/lose definition of "game," no, it's not a game, just a videogame.
That all stated, everyone has their taste. Some need challange, some don't. Some only need it some of the time. Yonder may not be for everyone, but if you want to chill as opposed to rage (I get enough of that in my work life), it's a sweet, quiet little videogame with charming imagery and mosying pace. There's nothing wrong with that.
I would hate it if I could only enjoy one kind of videogame. If I had to choose between action, or simulation, or casual, or whatever. Luckily I do not. No one has to. But they can if they like.
Yonder is a cute little videogame. Something like a pacifistic Legend of Zelda. It's not a challenge, it's an escape. There's room for both.
there are quests in the game. I did one which was slightly a puzzle (I'm still at the beginning). A villager had something stolen, and I had to go around and ask the witnesses what they saw and then say who did the crime. It wasn't very hard, but it def has more elements than just "run around and pick stuff up"
But yes, this is a casual game, a relaxing one where the main goal is either exploration, farming or crafting.
There are these areas in the game that is "darkened", corrupted by evil energy I'd say, and you need to collect spirits to cleanse them. These small areas usually unlock something, a new area, a treasure chest, etc. Some spirits are easy to find, some a little harder.