A couple weeks ago, I purchased Stardew Valley, an “open-ended country-life RPG” that first came out in 2016. The farming simulation game’s premise is that you, the player, have become disillusioned with the trappings of modern life — the game starts with a cut scene of your character working in a gray cubicle, feeling increasingly forlorn — and have decided to move to Stardew Valley, where you’ve inherited an overgrown but otherwise appealing plot of land from your deceased grandfather.
I have only spent a combined 45 minutes or so playing the game, so I can hardly speak to the full extent of how the game works or the avenues of exploration it offers. But already, it’s clear to me it is making some sort of statement, and encouraging me to consider this statement through the gameplay.
Given its potential as an object of meaning-making and discourse, I thought it’d be perfect to run it through some of Ian Bogost’s ideas on procedural rhetoric from his book Persuasive Games.
Persuasion through process
One of the most interesting mechanics I’ve encountered in Stardew Valley is its borders and boundaries. My character has a plot of land that he owns, but he lives near others in the Valley who also own plots of land. These are typically bordered by fences, but they are more gestural than useful, as there will be gaps in the fences where you can easily enter their property. You can then go right up to their door and walk inside. Once inside, you can explore the items in their house, inspecting their kitchen, bookshelves, etc. But if you try to enter their bedroom, the game will prevent you from doing so — until you’ve befriended the homeowner. For now, you don’t know them well enough yet to enter their bedroom.
Like the fences with their porous gaps, houses occupy a kind of hybrid private/public space in Stardew Valley. The implication is that the world is full of such boundaries. And my character (and therefore, I) comes into contact with this innate procedurality, like an IF ELSE statement in programming — IF my character isn’t friends with this person, don’t let him into the bedroom; ELSE let him in.
Simply by nature of interacting with this condition, I’m brought deeper into the situation — it’s clear to me I should go befriend this person so I can unlock this door; OR if I don’t really care about what’s inside, maybe I won’t waste time trying to get to know them. The mechanic opens up a choice. This is a hallmark of modern discursive rhetoric, which features, Bogost writes, “the effective arrangement of a work so as to create a desirable possibility space for interpretation” (19). My character becomes an agent in exploring, altering, and interpreting that possibility space.
Along these lines, I would have been interested to see more process built into the portion of Stardew Valley’s opening scene, where my character is a cog in the machine of corporate operations. This is built in as a cut scene — a video that I can either watch or skip. But I’m not actually made to interact with this situation, and this is a missed opportunity to help me better understand why my character is so disillusioned. This is where procedural representations can actually do more heavy lifting (in terms of persuasion) than a simple video.
Vividness and Stardew Valley’s graphical choices
Charles Hill’s “comprehensive continuum of vividness,” reproduced by Bogost, places “actual experience” as the most vivid form, followed by “moving images with sound,” “static photograph,” and more, all the way to “abstract, impersonal analysis” and finally “statistics” (34-35). Bogost revises this list to include procedural representations, specifically those with “with high process intensity and with meaningful symbolic representations” (35), in the second spot, i.e., the most vivid form after actual experience.
Bogost later posits video games as one of the more robust forms of procedural representations, typically featuring “more process intensity than other computational media” (44), greater expressiveness, and a high degree of interactivity (45). Bogost frames the best video games as being very vivid, not because they’re so immersive but because they effectively create meaning by abstracting away from the real world.
Stardew Valley is a prime example of this concept at play. Its graphics are markedly unrealistic — their colorful, 8-bit aesthetic makes it feel more like an early Pokémon game than any of the ultra-realistic (and ultra-commercial) games of the 21st century (GTA, Call of Duty, etc.).
But this supports the game’s rhetorical underpinning of ditching modern society. It does away with hyper-optimized, uncannily striking visuals to place you more deeply in a life away from all that. It inverts the idea that “visual fidelity implies authority” (Bogost 49), as if to say that top-down authority is what ruined modern life in the first place (at least in the sense that the industrial drive toward production / commoditization alienates the modern worker from their labor).
Discourse in and around the game
In Bogost’s definition of procedural rhetoric, a key aspect of the rhetorical angle is the ability to spur discourse — not only to advance the game’s position or argument, but also invite subsequent responses, objections, modifications, etc. from players. Bogost’s example of “The Grocery Game,” for instance, features “a flourishing community of conversation” (39) built on message boards, where players discuss strategies to win, as well as share stories about their experiences. Per Bogost, “…the availability of this forum facilitates active reconfiguration of the game’s rules and goals” (39-40), which supports the vibrancy of the discourse surrounding the game and its players.
In Stardew Valley’s case, look no further than Reddit to find many fun and insightful conversations surrounding how people experience the game. It expands beyond gameplay and into fan art devoted to the game’s characters, reinterpretations of the game’s music, and even accounts of real-life interactions with strangers that were sparked by the game.
All of this makes Stardew Valley into a thoroughly expressive, discursive artifact of digital culture — one that, in my eyes, persuades its players through its built-in processes and mechanics, while also giving them the space to push back, both via in-game decisions and off-platform conversation.