Each of the main game series has it's own strengths/weaknesses, and bring a lot of feelings out of folks. And I kind of wanted to do a discussion about it? You can make answers super long/detailed or keep it short, but I'd like to hear some honest opinions.
Spoiler:
1. Characters. Of the 3 series (or others), which has had the most charming cast of characters, and what do you look for in a game's cast? Not necessarily for certain character tropes, but more do you prefer an "involved" cast or ones that take the sideline in the game?
2. Festivals. Which has had the best/worst festivals, and what do you look forward in to the game's festivals? Do you prefer more stagnant "evaluation of your farming progress" kind of festivals, or do you prefer more hands-on or mini-game like ones? Do you want to see more romance-oriented festivals, or keep it more "friendship/with everyone" kind of participation?
3. Marriage/Family. What is your ideal set up for marriage/family matters in farming games? Do you like marriage/family raising feature? Do you prefer them as a non-involved npc that doesn't do too much, or desire more long term involvement in terms of gameplay (ex: character events with your children as in AP, chores, individual personality, influencing their personality/career in AWL). When it comes to development, what is your ideal "age" for your child to finally reach. Babies/toddlers, children, teens such as in DS/C, temporary teens like in ANB, or adults such as in AWL/AnWL? What is the best child age/amount/arrangement? One, twins, two (such as in AP/ToT) or even three like in RF3?
4. Second/Multi Gen. In Rune Factory 2, it had a second generation feature, where you would continue on the game as your child. In AWL/AnWL your game ends as your child becomes an adult, and you grow old and die. In either ToT or AP (or both, I forget), the games feature a "new game+" sort of mechanic where you send your child upon a "new land" to start their own life. In truth, it's not REALLY exactly that, and mainly just recycled content with a few bonuses, but nonetheless. Whether a second generation, a finite ending, or something similar; did you enjoy these features in their respective game or find them desirable? Or do you prefer an infinite time loop/no aging (with the exception of certain characters such as rival children or your own children) scenario above all alternatives?
5. Quirks. Throughout the many of the games in either of the main 3 series; there is always some kind of Main Quirk that distinguishes the game from others. Sometimes it's just the platform, but most of the time it's certain individual features. For Natsume's Harvest Moon, terraforming and crop mutation have been big focuses/quirks for their past titles, in 3oT you had three towns, SoS had the rival farming feature, SI had the multiple islands, DS/C was a collect-athon, RF3 you could transform into a cute monster, in ANB you were in charge of designing the whole town, etc. Over all of the games you have played; what quirks have you enjoyed the most? What kind of main features/quirks would you like to see (new or returning) and which would you never, ever like to see again?
6. Combat has been featured in the DS/C games as well as one of the main focal points of the RF series. For indie games, it was also a big feature for Stardew Valley. For the games you have played with it as the feature; what has been your reception? Do you enjoy it, or do you prefer a strict pacifistic-farming style of game?
7. Farming is obviously one of the big features of the farming life simulator games, but what has been your most favorite (or alternatively, least favorite) farming-gameplay-only experience? Things such as mutation, water/sun percentage (when growing), terraforming, star quality, size, trenches, sprinklers (Stardew Valley), and freshness (ToTT's) have all been various add on features that have made some impact on the farming experience, and which has been your favorite/least favorite?
8. Livestock has always been another big feature for the farming life simulator. In the past it's been pretty traditional, but in the past recent games + the branching off; animal husbandry has kind of evolved into a lot of variation. Primarily featuring a lot of different types of animals, for the most part. Not to mention the potential color variation, size/breed variation, etc. In the Rune Factory series, your livestock are instead monsters that you can choose to tame or slay them in battle (and in later versions, come join you in battle). The animal husbandry part itself has relatively remained the same, but on occasions new things are added (riding other animals besides horses in AP, DS/C's petting/milking/shearing/washing mini-games, as well as the treat system). Which additions have you enjoyed the most or disliked the most? It could be animal, feature, or both
9. Pets. Various level of features for pets have been added in the series such as herding livestock, performing tricks, ferrying services, going on walks, food-hunting services, etc. Not to mention with the new variety of types/amounts you can get depending on the game; do you enjoy all of these features; or do you prefer the hardly interactable but cute npc role kind of pet that just barks/meows when you pick it up? What kind of features in the future would you like to see (or alternatively, not see)?
10. Fishing. While not as popular as the other mechanics of the farming simulator games, fishing has had some improvements/features over the years in efforts to expand it, mainly with the fishing huts and the bait. Do you enjoy fishing in your farming simulator and wish to see it expanded, or prefer to keep it as it is or see it abandoned entirely?
11. Mining is probably the one feature that most people on this forum are pretty much on the same side and that they want it back. Do you agree with this, and if so what has been the most positive/negative experience of mining in any of the games you've played (DSC's mining, AP/ToT's mining, IoH/SI's mining, the mining nodes, etc)? Would you like to see future expansions of mining, or just bringing it back alone is enough?
12. Courtship. The road to marriage has changed since the old days, so: what is your current preference in terms of formula/features? Do you enjoy SoS' modern exclusive dating feature, RF4's harem dating feature, or prefer the old classic "you gave me things/did me favors and you're eligible, single, and financially stable; let's get married" style viva la hearts system or whatever Natsume's HM series is doing (not dismissing, just never played the games so no clue)? Do you enjoy a strong romance/character-focus feature in courtship or prefer a minimalist approach? Do you like having a wide variety of options or a smaller options? The quality of said options doesn't necessarily rely on how many there are (as in, if there is more, doesn't mean they'll have less depth), unless you want to discuss it as so.
13. Rival Marriage; the hot topic of the ages and the source of catty fangirl spite if you try and steal her man, you uncouth tarty trollop! Formerly a common feature (especially when rival kids were roaming around), it has been long forgotten. Did you enjoy the rival marriage feature in the games you played? Would you like to see it again? If so, what changes would you like to see happen, if at all? What would be the best way for the feature to appeal to all players, or at least, ease the anxiety of those who fear losing a potential SO to accidentally triggering a rival marriage (which used to be a thing, I think especially in ToT)?
14. Home/Farm/Town Customization. A huge feature in ANB, and still one that shows up in both the recent SoS titles and Natsume's HM, although to a lesser extent. Do you enjoy these features, and if so, to what end? What would you like to see added/detracted from it in the future?
15. Character Customization has been seen a lot through out the years, but has really made way in ANB with full blown customization of the MC, versus just clothes swapping. For the most part, this has been well received. What are your experiences with the character customization (in any of the games no matter how big or small) and what are your hopes for improvement?
2. Festivals. Which has had the best/worst festivals, and what do you look forward in to the game's festivals? Do you prefer more stagnant "evaluation of your farming progress" kind of festivals, or do you prefer more hands-on or mini-game like ones? Do you want to see more romance-oriented festivals, or keep it more "friendship/with everyone" kind of participation?
3. Marriage/Family. What is your ideal set up for marriage/family matters in farming games? Do you like marriage/family raising feature? Do you prefer them as a non-involved npc that doesn't do too much, or desire more long term involvement in terms of gameplay (ex: character events with your children as in AP, chores, individual personality, influencing their personality/career in AWL). When it comes to development, what is your ideal "age" for your child to finally reach. Babies/toddlers, children, teens such as in DS/C, temporary teens like in ANB, or adults such as in AWL/AnWL? What is the best child age/amount/arrangement? One, twins, two (such as in AP/ToT) or even three like in RF3?
4. Second/Multi Gen. In Rune Factory 2, it had a second generation feature, where you would continue on the game as your child. In AWL/AnWL your game ends as your child becomes an adult, and you grow old and die. In either ToT or AP (or both, I forget), the games feature a "new game+" sort of mechanic where you send your child upon a "new land" to start their own life. In truth, it's not REALLY exactly that, and mainly just recycled content with a few bonuses, but nonetheless. Whether a second generation, a finite ending, or something similar; did you enjoy these features in their respective game or find them desirable? Or do you prefer an infinite time loop/no aging (with the exception of certain characters such as rival children or your own children) scenario above all alternatives?
5. Quirks. Throughout the many of the games in either of the main 3 series; there is always some kind of Main Quirk that distinguishes the game from others. Sometimes it's just the platform, but most of the time it's certain individual features. For Natsume's Harvest Moon, terraforming and crop mutation have been big focuses/quirks for their past titles, in 3oT you had three towns, SoS had the rival farming feature, SI had the multiple islands, DS/C was a collect-athon, RF3 you could transform into a cute monster, in ANB you were in charge of designing the whole town, etc. Over all of the games you have played; what quirks have you enjoyed the most? What kind of main features/quirks would you like to see (new or returning) and which would you never, ever like to see again?
6. Combat has been featured in the DS/C games as well as one of the main focal points of the RF series. For indie games, it was also a big feature for Stardew Valley. For the games you have played with it as the feature; what has been your reception? Do you enjoy it, or do you prefer a strict pacifistic-farming style of game?
7. Farming is obviously one of the big features of the farming life simulator games, but what has been your most favorite (or alternatively, least favorite) farming-gameplay-only experience? Things such as mutation, water/sun percentage (when growing), terraforming, star quality, size, trenches, sprinklers (Stardew Valley), and freshness (ToTT's) have all been various add on features that have made some impact on the farming experience, and which has been your favorite/least favorite?
8. Livestock has always been another big feature for the farming life simulator. In the past it's been pretty traditional, but in the past recent games + the branching off; animal husbandry has kind of evolved into a lot of variation. Primarily featuring a lot of different types of animals, for the most part. Not to mention the potential color variation, size/breed variation, etc. In the Rune Factory series, your livestock are instead monsters that you can choose to tame or slay them in battle (and in later versions, come join you in battle). The animal husbandry part itself has relatively remained the same, but on occasions new things are added (riding other animals besides horses in AP, DS/C's petting/milking/shearing/washing mini-games, as well as the treat system). Which additions have you enjoyed the most or disliked the most? It could be animal, feature, or both
9. Pets. Various level of features for pets have been added in the series such as herding livestock, performing tricks, ferrying services, going on walks, food-hunting services, etc. Not to mention with the new variety of types/amounts you can get depending on the game; do you enjoy all of these features; or do you prefer the hardly interactable but cute npc role kind of pet that just barks/meows when you pick it up? What kind of features in the future would you like to see (or alternatively, not see)?
10. Fishing. While not as popular as the other mechanics of the farming simulator games, fishing has had some improvements/features over the years in efforts to expand it, mainly with the fishing huts and the bait. Do you enjoy fishing in your farming simulator and wish to see it expanded, or prefer to keep it as it is or see it abandoned entirely?
11. Mining is probably the one feature that most people on this forum are pretty much on the same side and that they want it back. Do you agree with this, and if so what has been the most positive/negative experience of mining in any of the games you've played (DSC's mining, AP/ToT's mining, IoH/SI's mining, the mining nodes, etc)? Would you like to see future expansions of mining, or just bringing it back alone is enough?
12. Courtship. The road to marriage has changed since the old days, so: what is your current preference in terms of formula/features? Do you enjoy SoS' modern exclusive dating feature, RF4's harem dating feature, or prefer the old classic "you gave me things/did me favors and you're eligible, single, and financially stable; let's get married" style viva la hearts system or whatever Natsume's HM series is doing (not dismissing, just never played the games so no clue)? Do you enjoy a strong romance/character-focus feature in courtship or prefer a minimalist approach? Do you like having a wide variety of options or a smaller options? The quality of said options doesn't necessarily rely on how many there are (as in, if there is more, doesn't mean they'll have less depth), unless you want to discuss it as so.
13. Rival Marriage; the hot topic of the ages and the source of catty fangirl spite if you try and steal her man, you uncouth tarty trollop! Formerly a common feature (especially when rival kids were roaming around), it has been long forgotten. Did you enjoy the rival marriage feature in the games you played? Would you like to see it again? If so, what changes would you like to see happen, if at all? What would be the best way for the feature to appeal to all players, or at least, ease the anxiety of those who fear losing a potential SO to accidentally triggering a rival marriage (which used to be a thing, I think especially in ToT)?
14. Home/Farm/Town Customization. A huge feature in ANB, and still one that shows up in both the recent SoS titles and Natsume's HM, although to a lesser extent. Do you enjoy these features, and if so, to what end? What would you like to see added/detracted from it in the future?
15. Character Customization has been seen a lot through out the years, but has really made way in ANB with full blown customization of the MC, versus just clothes swapping. For the most part, this has been well received. What are your experiences with the character customization (in any of the games no matter how big or small) and what are your hopes for improvement?