Stardew Valley and the Joy of Solitude
I, as I’m sure many others do, find video games to be escapes from everyday life. At times when I feel out of my depth, fleeing to another world in which I have a different role than in reality is enormously satisfying. Ever since my dad let me play Warioland 4 on his Game Boy Advance, games have helped me to get into a whole different world — a world that brings with it a sense of belonging.
Stardew Valley is the embodiment of this, and whilst it has some faults (if only you could make friends irl by repeatedly giving someone cauliflower), the way the game was designed hits home so well with the way I see and play games.

It was developed over the course of four years by Eric ‘ConcernedApe’ Barone, and was made to capture the feeling of the Harvest Moon series in the modern day. In Barone’s own words, “I want Stardew Valley to be a really relaxed and joyous experience”. This is emphasised in all gameplay mechanics, from the energy meter, which forces players to make decisions on which activities to prioritise, to the many options available for what path to take.

The player character in this world is both significant and unessential. I find joy in this sort of solitude, both in reality and in-game. It’s great to feel needed, but not to the extent that it’s a burden. The ability to get away is something that games do provide, and this one in particular has that at the forefront of its philosophy.
Villagers will go about their daily routine regardless of what I do. Pierre will always open his shop every day at 9am (except Wednesday when I always seem to harvest), Demetrius will do science and stuff, and the mayor will constantly flirt with Marnie. I can go off into the mines or tend to my crops for a day or week and no one will know or care; the world feels unattached to the player, and I love that about this game. It’s escapism at its best — I’m not the hero, I’m just a farmer.
Even so, Barone still ensures the player has their role in the valley. I was the local farmer, helping the town by growing crops to sell to the general store, but also having an impact on the people in it. One resident, Shane, is crippled with alcoholism fuelled by his depression, and befriending him — despite the flawed friendship system — leads to some truly heartfelt character development that I was able to connect with. Similarly, I was able to help the town’s community centre go from dilapidated mess to the vibrant hub of the town’s society.

It’s a world separate from my own, but one in which I am able to feel at home. Video gaming provides the seclusion that is so important, yet so hard to come by. The ability to disappear and be at one with oneself is amazing. Whilst there are innumerable games that tap in to innate emotional needs, this one strikes a chord with me personally, and if you haven’t tried it yet, I thoroughly recommend losing yourself in the beautiful, comforting journey that is Stardew Valley.
