Live data from Hacker News

The Quiet Revolution of Animal Crossing

theatlantic.com

131–140 of 174 posts

Re: The Quiet Revolution of Animal Crossing

#131
post #58

Earlier quoted context omitted.

The thesis of the article """I had imagined Animal Crossing to be a game about the world, one that offered ingenious, if abstract, life lessons. But the players enjoying it in quarantine celebrate it for escapism, which any form of entertainment might provide. Neither interpretation seems quite right. .... Instead, Animal Crossing is a political hypothesis about how a different kind of world might work—one with no lo…

> ...I think something relaxed like Animal Crossing somewhat undermines "games are a serious artform" It seems ludicrous to judge an artform entirely based on what you consider to be its least-worthy example. It's like seeing an episode of Friends and saying that television shows can't be serious art because they're just strings of cheap jokes or reading some smut and saying that a novel can't be about anything impor…

[deleted]

Re: The Quiet Revolution of Animal Crossing

#132
post #68

Earlier quoted context omitted.

Your points are all correct but I think most folks are missing it’s a genre of Japanese game https://screentherapyblog.wordpress.com/2018/03/13/iyashikei... - basically healing games that are just supposed to give your mind and soul a break. Laying on the grass and seeing shapes in clouds is also “pointless” but it’s not invaluable.

> it’s not invaluable invaluable (adjective): extremely useful

Seeing shapes in clouds is not "extremely" useful, but it's nice. Neither useful nor useless I suppose.

Re: The Quiet Revolution of Animal Crossing

#133

Earlier quoted context omitted.

> I'm going to posit that a video game is the three following things In other words: Action from the player delivers result from the game, giving the player a sense of satisfaction. And that's the point. There is a direct correlation between action and satisfaction. The more challenging and complex your action is, the higher can be the satisfaction when you finally get a good result. And that's why people see Animal…

Haven't played AC yet, but it reminds me of Stardew Valley. Another game many would call pointless - besides the dungeon sidegame, you essentially run around the map, planting crops, picking crops, selling crops and gifting mayonnaise to people in exchange for story progression. There's little challenge here, and little complexity. But at the same time, the game is extremely relaxing . The music, the ambiance, the st…

> Another game many would call pointless

As far as I know it can become quite complex and deep. More complex than Animal Crossing.

> But at the same time, the game is extremely relaxing. The music, the ambiance, the story, all make you rest. And that's the goal of the game.

I thought the goal is building up your farm and collecting all the bundles and achivments? I guess at the end the goal depends on the player. Which is the point, whether it's pointless depends on the satisfaction the player gains from playing.

> There's near zero complexity here.

I find them quite challenging. Yes, from the mechanical point they are simple, but execution-level is still rather high depending on your personal skill.

Animal Crossing is similar. For a kid it might be challenging enough to do all those stuff and things, for a teenager or adult, it's just braindead dialog-clicking with no challenge in excecution at all. The satisfaction comes over time.

Re: The Quiet Revolution of Animal Crossing

#134
post #58

Earlier quoted context omitted.

The thesis of the article """I had imagined Animal Crossing to be a game about the world, one that offered ingenious, if abstract, life lessons. But the players enjoying it in quarantine celebrate it for escapism, which any form of entertainment might provide. Neither interpretation seems quite right. .... Instead, Animal Crossing is a political hypothesis about how a different kind of world might work—one with no lo…

> ...I think something relaxed like Animal Crossing somewhat undermines "games are a serious artform" It seems ludicrous to judge an artform entirely based on what you consider to be its least-worthy example. It's like seeing an episode of Friends and saying that television shows can't be serious art because they're just strings of cheap jokes or reading some smut and saying that a novel can't be about anything impor…

Right, the existence of Friends doesn't make films like Schindler's List any less serious or meaningful.

But you'd be a bit frustrated about being taken seriously as a film critic if the only movies people in the mainstream had heard about were Adam Sandler comedies from 20 years ago, and you had to write about them.

Or at least, that's how I get to understanding how someone who writes about games doesn't "get" why people find Animal Crossing fun, finds it boring, and writes something like "it's actually political".

Re: The Quiet Revolution of Animal Crossing

#135
post #48

I've seen a lot of comments or responses from people saying that Animal Crossing's mechanics are unfulfilling or "pointless", but I think they're missing the spirit of what makes them enjoyable to a lot of people. I'm going to posit that a video game is the three following things, but you're welcome to disagree: 1) a player performs some sort of input into a game 2) the game responds with some sort of audiovisual phe…

> I'm going to posit that a video game is the three following things In other words: Action from the player delivers result from the game, giving the player a sense of satisfaction. And that's the point. There is a direct correlation between action and satisfaction. The more challenging and complex your action is, the higher can be the satisfaction when you finally get a good result. And that's why people see Animal…

> The more challenging and complex your action is, the higher can be the satisfaction when you finally get a good result

But this assertion is just not true. Simple actions can be very rewarding and give a lot of satisfaction. And that's exactly what you can get in Animal Crossing.

Re: The Quiet Revolution of Animal Crossing

#136
post #48

I've seen a lot of comments or responses from people saying that Animal Crossing's mechanics are unfulfilling or "pointless", but I think they're missing the spirit of what makes them enjoyable to a lot of people. I'm going to posit that a video game is the three following things, but you're welcome to disagree: 1) a player performs some sort of input into a game 2) the game responds with some sort of audiovisual phe…

Mark Rosewater, a designer of Magic: the Gathering, wrote a very interesting piece on what a "game" is: https://magic.wizards.com/en/articles/archive/making-magic/w... He says a useful model is that if the game has no goal, it's better termed a "toy" (like Lego); if it doesn't give you "agency", it's an "event" (like watching a film); if it doesn't have mechanics that restrict what's possible, it's an "activity" (lik…

I think all the different stories one hears from creative people about their success is at a psychological/sociological awareness level equivalent to pre-Maxwells Equation understanding of Magnetism and Electricity.

Thanks to Zuckerberg & Co collecting more data in a day about behavior, than Psychologists and Sociologists have done through their lifetimes what is becoming obvious is there is a very WIDE distribution of all kinds of Psychological Traits, Needs and dozen other factors in any population. And they aren't static but dynamic like electric and magnetic fields. Not just 2 fields interacting but 20 or something.

Creative people are able to connect with some subset and produce group behavior that are not always reproducible because the Maxwells Equations of Psychology and Sociology haven't yet been discovered.

Re: The Quiet Revolution of Animal Crossing

#137
post #136

Earlier quoted context omitted.

Mark Rosewater, a designer of Magic: the Gathering, wrote a very interesting piece on what a "game" is: https://magic.wizards.com/en/articles/archive/making-magic/w... He says a useful model is that if the game has no goal, it's better termed a "toy" (like Lego); if it doesn't give you "agency", it's an "event" (like watching a film); if it doesn't have mechanics that restrict what's possible, it's an "activity" (lik…

I think all the different stories one hears from creative people about their success is at a psychological/sociological awareness level equivalent to pre-Maxwells Equation understanding of Magnetism and Electricity. Thanks to Zuckerberg & Co collecting more data in a day about behavior, than Psychologists and Sociologists have done through their lifetimes what is becoming obvious is there is a very WIDE distribution…

I'm not sure you replied to the right thread?

Re: The Quiet Revolution of Animal Crossing

#138

OK I skimmed through the article and I can't say I much care for it. To me Animal Crossing is a game that you play over many months to sometimes relax doing something mindless or over the longer term to have an island and house that you slowly build up in your own way. With that in mind there are a lot of great things in animal crossing. A lot of the furniture has interesting interactions and the museum is just a bea…

> the museum is just a beautiful thing to walk through.

I find it really difficulty to explain just how much I am impressed with the Museum. It's so meticulously designed, and so calming. The level of detail that went into it so so impressive - each bug, fish, or fossil has their place and path. Little cute nooks and places to take pics in. It's really cool.

Re: The Quiet Revolution of Animal Crossing

#139

Earlier quoted context omitted.

> The lest said about the online play the better. Heh, Nintendo is simply incapable or unwilling to produce a quality online experience. I don't know why. They created a masterpiece with Smash Ultimate but then did a huge disservice to themselves and the game by slapping on a really shitty online mode. Obviously it doesn't impact sales and that's likely what drives their decisions, but it's still so disappointing.

I wonder why they always put so little effort in. I know at least part of the reason is that nintendo wants to make an entirely child friendly experience which usually involves leaving as little player to player interaction as possible.

The things that suck about Animal Crossing's online experience isnt about limiting communication or making it more child friendly, but just the mechanicisms of it. Whenever someone enters or leaves an island you're on you're forced to sit through a series of cutscenes.

Re: The Quiet Revolution of Animal Crossing

#140

Question for people with gameplay experience of both/all - how does Animal Crossing compare to the Harvest Moon games? Or Stardew Valley? I have a massive soft spot for Harvest Moon because I wrote my first code ever (in Python) to figure out what was the best crop to plant in summer - the answer was turnips, and 17 years later, I still remember that.

They're very different. Harvest moon is a farming simulator. Animal Crossing is a "hanging out in a small village" simulator. You don't have a job. You just log in each day and see what's happening. There's only so much to do per day and the time is based on the real world clock. So if you want to plant flowers, you have to wait three real days for them to grow. It's a game you play for a few minutes per day over the course of years, rather than one where you play for 40 hours in the first few weeks until you beat it.
Post reply on HN