Creating a Saturday Simulator

“Our lives are so short. We only get to live in this one existence, but what if we could have more than one?” Kyle Bosman, Easy Allies We all play games for different reasons. For me, it’s always been an escape. My life isn’t so bad, but I love running away to some fantastical world where I can do and be anything. Even as an adult, (especially as an adult?) where my freedom is high, I still find myself fantasizing about game worlds. It should come as no surprise that the ‘life simulator’ genre is my absolute favorite. After all, what better way to escape life than to simulate a new one altogether? Such is my love of this style that I find myself latching onto games where only a small portion or mode can be considered a LifeSim – games like Dwarf Fortress, Little King’s Story, Majora’s Mask, and a huge number of other Nintendo titles Yet no matter what other games I play, the king of kings of this genre is undoubtedly, without debate or question: Animal Crossing.  Not The Sims. Not Harvest Moon. Not Second Life (is this still even a thing?) Animal Crossing. In fact, I’d go so far to say that I don’t even particularly care for games like Harvest Moon. Strong words, but stay with me here. As a certified LifeSim lover, I recognize that I should be more enamored with the Harvest Moons of the world. After all, Natsume has cranked out about a billion of them, Stardew Valley was a fantastic success, and people clearly like them. And yet they’ve always eluded me. In this post, I’m going to dig into why this is – as well as what it means for my game. Harvest Moon: A Weekday Simulator Nothing is wrong with Harvest Moon or the Sims, and…

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