I feel like this was mostly just an attempt to rationalize liking something that you "feel" you shouldn't like.
Yes. Some games are very simple.
Checkers is simple.
So is Monopoly (to be honest).
Simple things allow us to build our own narrative. This isn't a new idea and its been around since before Video games.
Animal Crossing is popular because it presents simple concepts in an attractive way.
It's basically a video game adaptation of the children's book "Where the Wild Things are."
Elijah Newton said:
Animal Crossing is used as an example around the 29 minute mark to describe the appeal of a Fantasy of Labor. In short, "They provide a form of economic satisfaction because the world operates as we think it ought to."
That's about as deep as I can see it being taken without grasping at straws.
I love the relaxed atmosphere of it myself. I can play a little on the drive to work every morning (I'm in the passenger seat...to be clear) and it never leaves me feeling like I left it on a cliff hanger.
BushMonstar said:
Thunderous Cacophony said:
Just out of curiosity, do you have to take out loans? I always hear people complaining about some loan-shark (I think it's a raccoon), but a free money rock seems to solve that problem.
Since New Leaf is my first Animal Crossing, I don't know about the other games, but in New Leaf, you have to take out a loan for when you first get your house, and then another one whenever you want to upgrade it. The money rock helps out a bit early on, but it's not nearly enough to fully pay for the loans + there's only one money rock per day.
You get a Perfect Fruit on the first day 100% of the time. If you plant this it'll get you a tree that makes a few rounds of 3.
As long as you use the final round to plant 2 more trees you'll never run out. Every stack of 9 makes like 38K at a friends town (assuming its non native for them).
By the end of a month of very light play (like 5 to 10 minutes depending on where you placed your tree farm) you'll have enough money to max out your house and buy most of the upgrades in the game.
I only know this because a buddy of mine and I got into an income war. It was amusing because it reminded me of real life capitalism.
[I hesitate to admit it but he won :/]
Silentpony said:
I have to disagree on the premise this time, Yatzhee. Animal Crossing is not unique. Its unique in the same way that each and every Mass Effect game is unique, but chances are you're the same god damn Shepard saving the same god damn Galaxy from the same god damn Reapers. I played Animal Crossing on a friends handheld and he kept gabbing on about how everything was different each time. And yet, he always knew exactly what to do, when to do it and which kinda creepy mutant animal thing to talk to. There I was roleplaying as the town mayor and my friend was able to, without looking at the screen 'cause he was playing Magic on PS3, tell me exactly what to do to proceed. It didn't feel all that random and unique; I mean fuck, you can read online guides on how to be a good mayor. How is it unique if there is a formula to this?!
To me unique means more than "Oh the fish pond is North instead of South." or "The duck mutant man sells sea shells by the sea shore on Tuesdays, not Thursday! See? unique!"
Maybe the game is too campy and friendly, but I'm not having fun doing the gardening in a game even while i'm neglecting my own garden! Animal Crossing is simply the Sims for toddlers.
You just described how life is exactly the same for everyone. Must suck living in a reality designed for toddlers that is no fun :/.
But I understand the urge to oversimplify things in order to support your narrative. We all do it because it helps us not waste too much time on biases that only exist to make us feel superior.