Crispy Gamer writes: "Given that videogames tend to be about wish fulfillment, about letting us be the soldiers/god slayers/pro athletes/heroes that we'll never be in real life, at first it's somewhat hard to fathom the success of the Harvest Moon series, which places you in the distinctly unglamorous role of an up-and-coming farmer. Once you begin playing, however, you start to realize that sometimes the humble goals are the ones that are the most satisfying when met, and that raising a prize chicken or harvesting a lucrative crop of eggplants can be just as exciting as saving the world. Also, the games are just so damn cute they're hard to resist. I mean, seriously, just look at those cows."
What's Hot:
-Tons to do
-Adorable characters
-Addictive, satisfying gameplay
What's Not:
-Characters with little to say
-Not much geography
Girly and feminine games sometimes get heat for being sexist or marketed towards females. Plus, the ongoing cry for stronger female protagonists keeps getting louder and louder, will the tough girl slowly replace these game types and characters I hold dear?
You're on the losing end of this spectrum.
See, here's the thing. Male gamers don't care what kind of games come out, so long as the casualization of gaming doesn't become an epidemic. Male gamers typically want games with some kind of challenge, a victory or defeat condition that requires skill to accomplish, and yeah even flashy stuff because we're very visual creatures. So long as we get our challenging games, it doesn't matter to us if frilly games marketed towards the more feminine women get made and sold (so long as they don't take over of course).
Your enemy is the Anita Sarkeesians, the Carolyne Petits, the Katherine Cross(es?) of the world. They are oblivious to the facts that, in their self-imposed crusade to nag gaming development and make changes no one asked for, they silence and/or ignore those gamers who actually LIKE the themes and styles that the SJWs don't like.
Say what you will about C.S. Lewis' involvement with religion, but he did make an incredibly good point.
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience. They may be more likely to go to Heaven yet at the same time likelier to make a Hell of earth. This very kindness stings with intolerable insult. To be "cured" against one's will and cured of states which we may not regard as disease is to be put on a level of those who have not yet reached the age of reason or those who never will; to be classed with infants, imbeciles, and domestic animals."
People who talk for you, who insist that they know what's best for you better than you do, who believe their narrative is the correct one, will suck the enjoyment of life out of everyone. These people are psychologically damaged and don't want you to be able to play the girly games. Not because it's bad for you, or bad for women, but because it's bad for them and what they think is appropriate.
If you want the girly games to stay, best way is to keep buying them.
Hardcore Gamer: Natsume, best known as the developers of the Harvest Moon series, have a special fondness for plush animals. Whenever a new game comes out, they always make sure to pair it with one of their adorable plushes as a pre-order bonus.
Eurogamer: "It's been a while since there's been a portable Harvest Moon to rival Friends of Mineral Town, which was lodged in my GBA's cartridge slot for the whole of 2004. The series has ambled off in several different directions since, turning your farmer into a robot boy or or an island castaway or a spiky-haired amnesiac youth to spice up the process of building and tending to an agricultural empire, but it always loses something in translation. Every exciting new addition is tempered by some unnecessary annoyance, and they usually end up balancing each other out."