Why Town Simulators in Non-Town Simulator Games Are Better, Actually

Township

Harvest Moon, or the modern equivalents My Time At Portia and Gleaner Heights, ask a lot of my time. The average Harvest Moon like is close to forty-to-sixty hours long, and because video games have that pacing problem where things start to plateau after the first ten hours with nothing drastic or new happening till the very end, I have a particular itch I can’t scratch. There exists distinct merit in the limited village-building aspects of all these games that I value over the farming simulation and villager-gifting player-loop. The Rune Factory games and the mining parts of Stardew Valley are a middle ground, but that’s not enough. The key is for the village aspect to be almost separate to the core of the game, like how it’s probably worth it to do the real estate campaign in Yakuza 0, but it’s not necessary. Wait, Breath of Fire II has a town sim?

The last Breath of Fire on the SNES, Breath of Fire II, centers on rebuilding an old dilapidated cottage into the player’s home base, called Township. After being accused of stealing from a wealthy man in the town of Hometown (a lot of BF2’s translations are goofy like this), sad dog Bow goes with protagonist Ryu into hiding. While Ryu goes off in search of the real thief to prove Bow’s innocence, Bow is joined by other characters to rebuild Township. This becomes a cool subplot for Ryu, where party members, like the tough but bored armadillo man Rand, will recommend leaving them behind to help expand Township. Ryu eventually goes to the town of Capitan, the carpenter center of their world, and can  hand pick a preferred village design. Opinions include boring 12th century high fantasy brick house, treetop cabins like Fortree City from Pokémon Ruby and Sapphire, and the actually cool Mughal style.

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Is the party scared or embarrassed, cause they are all looking away from me? Exhibit 1.

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