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The Quiet Revolution of Animal Crossing

theatlantic.com

21–30 of 174 posts

Re: The Quiet Revolution of Animal Crossing

#21
post #2

“It is the most boring, long-winded, repetitive, condescending, infantile bullshit we’ve ever seen.” After a few more invectives, he posed a question: “Do people find comfort in tedious, bureaucratic, pandering authoritarianism?” Apparently so!

Is it a clickfest like Diablo?

Re: The Quiet Revolution of Animal Crossing

#22
post #13

It's interesting how New Horizons adds many quality-of-life features to streamline gameplay...but still deliberately keeps some of the monotony present in the game design two decades ago on the GameCube. Adding a "weight" to repetitive actions has been a controversial game design principle. It implicitly makes good/efficient actions more rewarding, but there has to be a balance.

Most every game is on some level about wasting time. Good games make wasting time enjoyable.

Edit: Oh boy, I didn't even realise TFA was written by the same guy. I hadn't read it yet, no wonder it's bringing up the same discussions. /endEdit

I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a video game. It's an entirely valid way to look at games, but it's just a very shallow view on games as a medium. He even accidentally discovers the real reasons why we play games as he works hard to make his case on the gameplay-as-work idea. Full respect to the author, and I'm sure they knew exactly how contrarian they were being.

https://www.theatlantic.com/technology/archive/2019/10/dont-...

Some of my favourite quotes:

>"That’s the big problem with video games: To enjoy them, you have to play them."

> "Game-play—the work of working a game—is fundamentally irritating"

> "And like all labor, the best way to get it done is to farm it out to others. Let the memers honk their geese so you don’t have to."

Re: The Quiet Revolution of Animal Crossing

#23

Earlier quoted context omitted.

> the Animal Crossing franchise has sold over 30 million units. https://wikipedia.org/wiki/Animal_Crossing The inequality is legitimate.

That's 30 million units over like 20 years and many titles vs one indie game tho

New Horizons is already close to more than Stardew in one month though.

Re: The Quiet Revolution of Animal Crossing

#24
post #22
post #13

Earlier quoted context omitted.

Most every game is on some level about wasting time. Good games make wasting time enjoyable.

Edit: Oh boy, I didn't even realise TFA was written by the same guy. I hadn't read it yet, no wonder it's bringing up the same discussions. /endEdit I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a…

games are a grind everyone thats ever played an mmo knows flipping specific builds/leveled accounts using botting software is some of the most common middle schoolers first money making enterprise

at some level almost all games could be reduced to a version of cookie clicker

good games keep players actively looking for a new meta by tweaking and adding content, similar to the everchanging running of a business

Re: The Quiet Revolution of Animal Crossing

#25
post #10

It is a rather poor game all things considered. Stardew valley is far better. On the whole, the one thing they needed to nail is co-op, and that is probably the thing they did the worst on. The game features are limited, villager interaction is inane, the items are repetitive, the goals non-existent. I understand the simple joy of a no-pressure game, but without a meaningful reward loop of any kind, the whole thing s…

stardew valley is one guy's attempt to make the best possible harvest moon, which is a game, i would say, of the same genre as animal crossing, broadly speaking, in the same way as -- i don't know -- mechwarrior and virtual on. the way i think of animal crossing is: take a few microgames from warioware, set it in a jrpg town, and give the player their own doll house. it isn't deep, but that's an observation, not nece…

Virtual On! I forgot I remembered that until you reminded me, which then brought to mind Zone of the Enders and Front Mission. There was one other one which eludes me. Oh yeah, Armored Core. I know there are many others but these were most memorable to me. I think of all of those I love Front Mission series best. It’s kind of an oddball since the others are action games but FM is tactical RPG closer to X-COM series.

Thanks for the memories. Time to find some mecha games!

Re: The Quiet Revolution of Animal Crossing

#26
post #14

Why does he go on and on about whether the game accurately represents modern life? It seems like this misses the point of games in general, and a game for pre-teens about talking animals specifically.

Eh, me and my friends (all adults in our 30s) have been loving this game. It’s relaxing and fun to decorate a house and island and slowly build up from nothing. It’s a lot like Minecraft or The Sims in that way, although there aren’t any bad guys to fight (a feature I tended to turn off while playing).

Re: The Quiet Revolution of Animal Crossing

#27
I have a lot of friends playing the game and it just looks like all the worst features of grinding through an MMORPG with the only paid being "look at this village I put together". I've generally quit playing any games that involve grinding. Which means I've mostly quit playing games, especially in Mobile, as they pretty much all involved grinding of some kind, even the action games. It's depressing how samey the game market has become.

Re: The Quiet Revolution of Animal Crossing

#28
post #24
post #22

Earlier quoted context omitted.

Edit: Oh boy, I didn't even realise TFA was written by the same guy. I hadn't read it yet, no wonder it's bringing up the same discussions. /endEdit I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a…

games are a grind everyone thats ever played an mmo knows flipping specific builds/leveled accounts using botting software is some of the most common middle schoolers first money making enterprise at some level almost all games could be reduced to a version of cookie clicker good games keep players actively looking for a new meta by tweaking and adding content, similar to the everchanging running of a business

GTAV is actually a really interesting game in this regard. It's trying to balance full, immersive gameplay and story, with grind and grow mechanics like a traditional MMO has.

The grind is the least fun part of the game, but also why you keep coming back.

Re: The Quiet Revolution of Animal Crossing

#29
post #22
post #13

Earlier quoted context omitted.

Most every game is on some level about wasting time. Good games make wasting time enjoyable.

Edit: Oh boy, I didn't even realise TFA was written by the same guy. I hadn't read it yet, no wonder it's bringing up the same discussions. /endEdit I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a…

> Full respect to the author, and I'm sure they knew exactly how contrarian they were being.

Yes, Ian Bogost is a respected game designer and developer.

Re: The Quiet Revolution of Animal Crossing

#30
post #24
post #22

Earlier quoted context omitted.

Edit: Oh boy, I didn't even realise TFA was written by the same guy. I hadn't read it yet, no wonder it's bringing up the same discussions. /endEdit I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a…

games are a grind everyone thats ever played an mmo knows flipping specific builds/leveled accounts using botting software is some of the most common middle schoolers first money making enterprise at some level almost all games could be reduced to a version of cookie clicker good games keep players actively looking for a new meta by tweaking and adding content, similar to the everchanging running of a business

>at some level almost all games could be reduced to a version of cookie clicker

I can think of some interesting counterexamples: in games like Minecraft and Factorio, you create something and are left with an interesting artifact you've designed. In MMOs, you're often left with new friendships.

But I'd be lying if I said I played those games primarily for those outcomes. It feels like each of those games still have some core meat that's shared with cookie clicker, and those other things that come out of it are somehow secondary in my short-term choice to play the game.

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