Some ARPG fans might have clicked on this post and thought it was about farming equipment and such. No, it is about actual farming
So let’s talk farming
I personally love to play cozy farming simulators, such as Sun Haven, from time to time. I can just turn my brain off and relax for a bit. Some ARPG players might be thinking this could be boring or tedious. Therefore, the gameplay loop should be quick, simple, fun and rewarding.
Some foreshadowing:
I took my screenshot at this exact moment, deliberately
The Gameplay Loop:
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Buy Seeds from a Farmer NPC.
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Plant Seeds.
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Water Seeds.
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Optional, add fertilizer to increase yield.
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Wait X amount of time.
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Harvest crops, they should yield the crop and have a X% chance to yield seeds for convenience.
Ideally players should be able to harvest their crops in a longer session as a Quality of Life service. Normally, people will plant seeds, water them and add fertilizer at the end of a game’s session. This way when they log back in they can immediately harvest their crops.
My suggestions:
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Start with singular plots at the start to familiarize people with the system, and allow for larger plots later in the story.
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Allow players to interact with the system but don’t let it take too long. People complained about cutting wood etc., taking too long; that applies here as well.
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If you add a watering mechanic with a watering can, please please please, place a well nearby so we can refill easily. Also allow for the dynamic weather system to water the plants.
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The Watering Can should be a tool similar to the pickaxe and such. Tie the quality of the Watering Can to the time it takes to grow crops. This way current tier food will always take the same amount of time to grow when upgrading the Watering Can. This avoids the issue of having Higher Tier Food Materials taking more time to grow and creating player frustration.
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Let us buy fertilizer from the Farming NPC, but also let us craft/obtain it from barn animals for example.
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Fertilizer should be added to increase the yield of crops when harvested.
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Visually show progress of them growing, potentially allow for different growth rates. Higher quality food materials take longer for example, this is then countered by watering can quality.
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Don’t limit us to just plants, adding animals which yield resources is fun as well. Letting us have different farm animals should serve different uses. Higher Tier animals should be unlocked later.
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What happens in some Farming Simulators is that Animals have Affection. Increasing their Affection increases their yield. It could be a fun idea to have an option to massage cows to increase the quality of their meat before we
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Animals could also drop types of hide/leather, feathers when ‘‘harvested’’.
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We should also be able to ‘‘harvest’’ animals for items such as eggs and milk without them.
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Reduce the amount of raw ingredients players can find around the map and add the ability to find seeds at diggable locations suggested by @Astont36
As a final word I would like to say do not make it too complicated. Don’t add mechanics such as insects or weather ruining crops. In Farming Simulators these mechanics are staple. But, this would just be annoying for ARPG players I imagine.
Focus on reward not punishment.
Edit: added a screenshot of a potential farm.