Harvest Moon: an Undiscovered Potential of Simulators

Oksana Ivanova
11 min readJan 11, 2019

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I’m staring my series on old games UX, where I’m planning to go over old but good games of different genres highlighting the pros and cons of their first release. Depending on the game, there will be more info on the modern release or a juxtaposition of old and new versions.

I also plan to give some suggestions on potential UX improvements and ideas for plot and game mechanics enhancements.

In January, I’d like to talk about Harvest Moon for Super Nintendo, which was first released in Japan in 1996, in 1997 in North America, and in 1998 in Europe.

The article was originally published on https://oksanaivanovapm.wordpress.com

What is Harvest Moon?

Harvest Moon is presented as:

  • role-playing game
  • simulator

But, honestly, this game is rather far away from a “farming simulator”. The game mechanics and elements have such potential, but there’s more to go for actual “simulaton”.

Harvest Moon is primarily a role-playing game with a rather unsophisticated plot. The story is simple, the world is limited and location changes or explorations are not possible.

Basically, you are a farmer, you live on a farm and now have to take care of an old house inherited from your grandfather.

Plot

As I mentioned before, the plot is simple.

The boy inherits a rather run-down farm not far from the main town. The forest is just a few steps away. Since this moment the player is welcome to farm, socialize with local citizens, explore the forest and clear the area near the farm.

And this is it. The town has a set of basic characters, and a few stores where the player can buy seeds and supplies.

None of the characters play a significant role in driving the story, and your social interaction is not mandatory.

Any reason to play?

Honestly? Plenty.

In comparison with last Harvest Moon: Seeds of Hope, where the first 30 minutes of the game you are just talking to the locals around — and there are just a few of them, — this Harvest Moon is different.

Like many old games, this one has tangible freedom for the player.

Want to have an enormous farm with tons of crops? Here you go.

Want to chit chat with citizens all day and do nothing? Welcome.

Want to explore the forest, fish, pick berries and mushrooms? Nobody will stop you.

Is it a simulator?

No, it is not. And, honestly, never has been.

Despite this fact, farming in Harvest Moon can be an amazing example of gamification. It triggers the inner desire of the player to collect things (farming), and plant (no pun intended) an idea in players’ heads that “farming is fun!”

Of course, the player will not see any real farming procedures. There’s no need to know how to operate with the hoe (your character already knows how even though he never used it before). The weather doesn’t actually affect crops (just waters them when it’s raining). And there’s nothing difficult in milking a cow once you have once.

Obviously, simulation — as a genre, would require an in-depth understanding of all the mechanics. Basically, simulators help you try the real things out and tell if you find them fascinating.

Farming in Harvest Moon is somewhat romanticized and simplified, which doesn’t make it a “farming simulator”.

Gamification in a game? You serious?

I am.

Harvest Moon is a great example of how to use gamification for some real-life activities without substituting them with some side “fun”.

Just think about it this way: you need to tell people about farming. You can gather materials on different aspects of farming and create an endless PowerPoint (with pictures), and a quiz after that.

Or you can allow students to play Harvest Moon, for example.

You do not teach anything real, and yet, you do. You show the basic idea of farming.

And instead of substituting not interesting parts with something fun — like, throwing tomatoes in baskets with a leaderboard tracking the best results, — you are welcome to present a simplified version of what it takes to be a farmer. Even if it doesn’t display the reality.

Some people also say that Harvest Moon is rather addictive. And it’s true. Harvest Moon has something very modern popular mobile platformer has — casual games with farms allowing “farming” and “collecting” as much as you want.

Harvest Moon is indeed addictive. Even though you have no need in money — except for a few house improvements and seeds — you continue investing and collect crops, milk cows out of sheer joy and excitement of collecting and possessing something.

Do I need to say that it comes to the basic idea of human existence and survival instincts?

The game has a perfect UX, then?

It’s not.

But it has a good base to become more enjoyable.

The series has been evolving over years. Feel free to check on YouTube how UI and game mechanics changed in time.

But, honestly, Harvest Moon obviously lacks one of the most important components for a mindful experience — purpose.

It might sound like something not important at the first glance. Thousands of players enjoy collecting crops on their small (and big) farms days after day, growing their estates or profits on mobile platformers.

And it’s true. Harvest Moon has the potential of being just a crop-collecting casual game. But there are enough such games on the market.

I’m sure, at the moment while I’m writing it, one more casual game of this genre is being released.

No need in any more crop-collecting and farm-growing game. Players need an amazing farming simulator with a plot, tools, addictive game mechanics, difficulties and freedom to enjoy the world. And more importantly, know how their actions affect this world.

Why simulator? Simulators are boring!

Don’t get me wrong, I agree. Standard simulators, unless you do really love the genre itself, are quite boring.

But simulators can be less “real” and more appealing. I’m not saying that it should be simpler.

It doesn’t mean that instead of a serious game, you will have to create an app for toddlers.

No. The difficulties should stay, and sometimes be even more challenging!

Let me show you with the example of first Harvest Moon for Super Nintendo.

Plot

  • Post-apocalypse
https://inevitablegame.wordpress.com

How about we just set the setting and make the world a darker place? Knowing that post-apocalypse is one of the most trendy settings, it would be a shame to miss this option out. This change will definitely affect gameplay and tools you need to use for your business, but it would also add some drama and suspense to the story. Here also comes a different sort of diseases for people and crops you have to deal with.

Just imagine that in this world, when the apocalypse is left behind, some people are trying to survive gathering resources and trying to grow crops where it’s possible. You will have some villains, bad guys terrorizing the weak ones. And you can help. Producing and supplying crops to the area where people can still fight these bandits would be the greater mission for you.

Can you lose? Of course. Once all the towns destroyed, I’m afraid your farm is the next on the baddies’ list.

  • Fantasy
https://forum.deviantart.com/jobs/offers/1795710/

In case you do love magic and fantasy setting, it’s also an option. In this case, the diversity of tools and the world itself will look different. However, it will still be a farming simulator.

But this time you’ll be able to grow magic crops, create potions and fertilizers in order to deal with a very bad king of the neighboring kingdom.

World

Of course, the modern scale of such a game would require a bigger world with more playable locations.

I’m not saying that there’s a need to create worlds like in Fallout 2 and Neverwinter Nights, but a simple map like in Pokemon with several cities would suffice.

If it’s a case with a post-apocalypse, you will also find this map handy when you are detecting turf fertility deciding on where to plant crops or what areas to avoid.

Tools

https://opengameart.org/content/farming-tool-icons

If we are talking about the real, fun farming simulator, it means that the game definitely needs more equipment and machinery! Of course, you are not obliged to use them all, however, many of them would help you succeed in your business.

You can decide to collect crops with your bare hands or use some machines and equipment that would help you do this faster and better. Some installments will become essential tools, like Fertilizer or Turf Fertility Check Device.

Sprinklers

Although in the original game you are able to buy a really handy portable sprinkler, you should water your crops manually all the time. At least without running to the pond to get some water.

If we are talking about a big farm that’s supposed to feed as many soldiers ready to withstand bandits, it means that you will need lots of vegetable-beds and plenty of time to water them!

Sprinklers would solve this issue.

You could program them to water the plants automatically, or still do this manually. However, their range of actions will be much more than your portable sprinkler, that’s for sure.

Medicine for crops

@Pixel_Dailies

Considering the post-apocalypse scenario, we cannot avoid a different range of crop diseases and turf infertility.

Medicine for crops could be a very rare item, that would help you deal with dying because of some virus or pollution plants. To make it even more interesting, you should be able to go to the forest yourself and find other plants here to craft your own potions for crops.

In this case, you do need to study the area and plants nearby carefully. If you mix wrong ingredients, your crops will just die.

Wheeled tractor/ Bulldozer

Wheeled tractor or Bulldozer will be your best friend in the game once you have one. This machine should help you deal with any sort of farming activity including planting, collecting or even clearing the area for your future vegetable-beds.

However, in the post-apocalypse setting fuel can become a really rare raw material so you will have to make sure to utilize it accordingly. In this case, you can also try figuring out what kind of fuel can substitute oil in this case. Yay for chemistry!

Fertilizer

Fertilizers are especially essential in the areas where turf is rather weak. You will also find it handy when you need to supply crops for an emergency after a fire or as help after bandits’ attacks.

Turf Fertility Check Device

This tool will become your second best friend after Wheeled Tractor. Especially for the post-apocalypse setting, this device will inform you of the level of radiation as well as about the tuft fertility. Keep in mind that not all turf is fertile, and your crops really depend on it.

Gameplay

With all the additional tools and world adjustments, the gameplay will change significantly. First, a player will be able to operate with the map, and given the diveresity of tools, should have an inventory. However, inventory is not something new in Harvest Moon game series. But in 1997, there was no inventory at all.

The difficulties a player will encounter mostly relate to farming (what a coincidence). One of the most interesting gameplay enhancement is turf fertility. Apart from just detecting whether it’s possible to grow crops or not, some challenges also apply. For example, in real life, you cannot just plant seeds in the same turf and collect crops all the time. The ground exhausts her resources after the first harvest and eventually can become infertile. To prevent this (and prevent you from moving to another area looking for fertile turf), the player will have to let some time pass and allow the turf to get richer. It may sound like an unnecessary obstacle, but that’s a simulator, right?

You don’t have weed in the first Harvest Moon game. But that’s very unrealistic after all. Weed can act the same way as crops, for example, take a place of a given seed in a vegetable bed, and slowly substitute the crops if the player won’t be getting rid of them in time.

Since we have medicine for crops, it’s not difficult to imagine that crops would be subjected to diseases. It would be nice to have a disease for each type of crop, for example.

Weather in the original game doesn’t play a big role in the crops’ life because it’s either raining or a sunny day. As an enhacement, it’s possible to have floods and droughts, which a player will have to deal with.

I was thinking of adding hotbed as a “tool”, but I’m not sure that it can be a tool. As a solution for drought, a hotbed can be a great one. However, for creating it and putting crops inside, the player will have to use some resources (wood, for example, a given amount of pieces). The hotbed can be also destroyed during storms or heavy rains.

Demand can become of the most driving aspects of the gameplay. I’m not talking about marketing demand, but rather a standard demand. For example, several towns on the map need turnips. Town A needs 30 turnips, town B — 89, and town C — 12. You can sell turnips to these cities until they have a demand. Once the damnd is exceeded but you still supply crops to them, they will be gradually dropping the price down, and even refuse to pay, eventually.

Some towns or places can be damaged or blocked by debris so they cannot have your crops. In this case, if they have a demand, you can deliver the crops to these areas with your truck, however, you will not be able to use this truck for your needs while it’s delivering the crops.

Can you win? Well, I would say that depending on the setting — post-apocalypse or fantasy — the outcome can be different. In the post-apocalypse world, the player will have to stay for as long as possible and help cities fight against bandits.

In the fantasy world, the player can win if he managed to help the local kingdom win over the baddie in the kingdom nearby.

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There are just a few ideas that I think would improve the game and make it more interesting, replayable and enjoyable, without simplifying the basic idea. These enhancements would improve gamers’ immersion and their overall experience with the gaming world and gaming environment.

Have suggestions? Feel free to hit me an email or tweet @OksanaIvanovaPM with your thoughts and ideas.

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Oksana Ivanova
Oksana Ivanova

Written by Oksana Ivanova

Head of Customer Experience at iGMS, UX specialist with a background in Information Science, product marketing fan.

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