At first glance, Rune Factory looks like a happy little children’s game. It seems to revolve around harvesting and teenage romance. The game is full of character, but this fantasy/simulation seems a little slow.
Rune Factory is different from most of the other games I’ve played. It lies somewhere in the middle of Sim City and Final Fantasy, so it was hard to know what to expect. I am much more of a city girl than a country girl, and the idea of farming for fun seemed a bit foreign to me. However, I wanted to give it a fair chance.
One of my first assignments in the game was to clear a field, pulling weeds and moving natural debris. I had no problem clearing the field, but I could only clear one object at a time. After a few minutes, I figured out that I could store endless debris in my backpack, either for later use or to throw out en masse. I kept moving along the field, hoping to find a more efficient way to clear the field. I was disappointed to discover the large size of my field, and the entire field-clearing process took a whopping 12 minutes. The next day, I came back to review my progress and found that a scattering of weeds and debris has appeared overnight. After all that effort, my job was not over, and weeding would have to be a daily chore.
Perhaps my intense hatred of weeding from childhood influenced me, but I felt that it was time to get off my field and explore. My friend had sent me a hint on where to get an axe, so I went looking for the mansion in which it could be obtained. The tiny in-game map was little help, and I found myself frustrated by the lack of direction. There was no obvious linear path in this story and no townspeople politely hinting over and over again about a certain thing you “might want to do”. Instead, I found many townspeople with advice as diverse as their personalities, from the arrogant to the indifferent.
I ran around the town and eventually found my axe, but obtaining it from a woman in a mansion, which seemed counterintuitive. Why would a woman in such a fine place have such a brutal, basic tool? It didn’t make a lot of sense, and I started to get the feeling that this game was more about exploring more than achieving. It leaves so much up to the player that it begs to be explored, asking for hours of your time to wander and chat at your leisure. This structure doesn't really cater to my personality, as I often play games for measurable achievements and rewards, like an unraveling story.
I found myself continuing to be confused in this game. I played as a character that was an outsider with amnesia, and I began to feel that I was increasingly becoming a foreigner in this world. Skill levels were increasing, but it hardly had any meaning since I had no idea how I even obtained those skill points. Random pieces of dialogue were voiced, and often they didn’t match the text on the screen. The combat system was difficult to use, as I was fighting with a spade and had to be incredibly close to the enemy to even hit them. I couldn’t use the grid on the ground as a guide, as the monster could stand out of reach within a grid box.
Rune Factory is definitely a cute game and allows for an incredible amount of exploration. Aside from the oddly placed bits of audible dialogue, it seemed pretty cohesive. I feel that I have not given it enough time to explore the combat aspect, but the slow progression already took most of my patience. While Rune Factory seems like it may be a strong game, it is simply too open-ended for a goal-oriented player like myself.
Jettoki:
I picked up Rune Factory a couple weeks ago, unaware of what I was getting into. I’ve listened to enthusiastic praise for Harvest Moon’s accessible garden-simulation gameplay, nuanced crafting system, and endless sea of content – but most of this is from the mouth of my younger cousin, who expressed his excitement in the form of farm animal noises. It’s true – the game is marketed to children, and the too-charming presentation is clearly pasteurized for consumption by a very young demographic. But I would never let that stand in the way of my assessment of the game’s design, which is, for the most part, excellent.
Vespyr’s frustrations with Rune Factory demonstrate just how quickly its difficulty will alienate a large segment of the game’s potential market. The developers were probably hoping to reward exploration, and this would be fine, except the game commits the all-too-common sin of punishing players who choose not to explore. By punishing the player for opting out of some facet of gameplay, you are in effect making that facet mandatory – so why allow him to opt out in the first place?
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