My first night I couldn’t figure out how to open my own door and passed out on the porch, so you’re in good company, CharmaineP.
I took up SDV because I was having health problems and there were a lot of smoky days one summer. I have a garden IRL that is a refuge, but I also needed a way to occupy myself that was physically undemanding and could be done inside. So, virtual gardening. When I first started playing I could see plenty of ways the farming is very different from IRL (no aphids, yay!) but also saw details that made me think the game was put together by someone who actually knew something about growing veggies—like a cartoonist who draws a face that differs from a person’s actual face but also evokes it so it’s recognizable. I could put together a fantasy farm and have some of the same challenges of planning a real life garden (which plants? How do I handle crop rotation? How do I make good use of available space?) while planting things that I grow in real life—or things I would never grow in real life.
It’s also like a garden in being a safe space with room for creativity. As many have pointed out, not much bad happens to you in this game. There are very few mistakes you can’t come back from pretty quickly. In fact, when the worst things do happen to you, someone always helps you out. And as in real life, some farm for aesthetics, some for stuff they can put into meals, some for money-making, and the game lets you do any or all of those things. I love the over-the-top things people come up with in the forum.
The mix of predictability and randomness is part of what makes it enjoyable. You can set up your own routine, goals, and schedule, but so much in this game is randomly generated that you never have quite the same day twice and there’s often a surprise (OK, festivals are weaker in this regard). I also appreciate the purely decorative random bits the game gives you, like butterflies flying out of a tree in summer, woodpeckers showing up in fall, frogs leaping out of the weeds in the rain, or seagulls flying off the dock at the beach.
The game is built out of a lot of similar, simple parts (all garden crops function pretty much the same way, fish ditto, etc.) so it’s easy to learn the basic mechanics, but the parts all differ in how you can use them, when and where they occur, and so on, so they all fit together differently. For instance, is a given pumpkin a jack o’lantern? Loved gift for one NPC? Part of a recipe for a loved present for another NPC? Something to ship today for a nice wad of cash? Something to put in a preserve jar for a nicer wad of cash in a few days? That means you can learn the basics of the game and enjoy it quickly, but the vast, not to say overwhelming, array of choices means you can play for hundreds, even thousands of hours, and not exhaust its possibilities.
What makes it truly addictive for me is that it works as both a set of strategies to figure out and as a story I’m telling myself about whatever farmer I’m playing. I enjoy figuring things out (there’s even a wiki for research! Nerd happiness!) and storytelling so to be able to do both at once makes my brain very happy. Different farmers mean different styles and strategies to try and different stories that result. But they all have happy endings.