>>20727
Wow that's a tough question.
To start with I think the problem with most later Harvest Moon games is one of design vision. While they always seem to have something different that they fuck up on, I would say that generally the problems seem to arise from approaching things without the proper mind set of a game designer. Too many Harvest Moon games have problems with tedious stuff that doesn't need to be tedious and things that are only there to slow the experience down. It's like the developers frequently forget to ask "is this fun?" rather than "is it realistic enough?" Harvest Moon 64 knows it wants to be a game first and foremost and not a simulator.
What sort of real farmer is able to water a 3x3 plot of land with a strong shake of a watering can? The philosophy of the Harvest Moon series should never have strayed from taking rural farm life and making it game-like and fun.
Personally I think that the absolute best aspect of Harvest Moon 64–the one that gives it lasting replayability–is playing it like a sort of strategy game where the player is tested to plan out all sorts of things in order to get the best evaluation at the end of the game. Basically, a high score. This is something I have never been able to enjoy to the same extent in other games in the series due to various crippling flaws.
One thing that quite a number of other games in the series screwed up on is making your farmer have really slow walking speed so that it takes forever to get around the world. In contrast, Harvest Moon 64 has a very compact village and your farmer moves around it quickly. Holding a direction and waiting to arrive at your destination is the kind of task that should be minimized whenever possible.
Another thing that is absolutely baffling to me is how in a lot of the games your character has these long drawn out animations when using tools or moving items in and out of your rucksack. Why would you do that! Performing virtual work, whether it's pulling a weed out of the ground or eating something or chopping wood should be real short and simple. The player is going to be doing these tasks repetitively and they don't need to experience what kind of slow back-breaking labor on a farm is like in real life; that just isn't fun.