DGC Ep 210: Animal Crossing (part two)
Welcome to Dev Game Club, where this week we continue our series on the unique series Animal Crossing. We talk about real time gaming, acquisition loops, how it resembles a mobile game and other topics, before turning to reviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
An hour a day!
Issues covered: pinchy-pinchy and puns, wanting to pay off that second loan, the daily routine of play, filling about an hour, "that fossil belongs in a museum," Tim's routine, lost and found items and the villagers, having more villagers than you can keep track of, chicken varieties, localizing names, Brett playing in a more laid-back way, tranquility, grinding for bells, being trolled by the animals, tying in to the GameCube clock, appointment gaming, mobile touchstones, lacking monetization and being liberating, how many trees you chop down, forest maintenance, weekly events: seagull and fortune teller and furniture seller and rug seller, keeping the player in a rhythm, finding rhythms in MMOs, fighting the mobile monetization mechanics in Pocket Camp, introducing resource loops in later games for crafting, furniture falling out of trees, Brett running out of gyroids, getting the right fruit for you, the difficulty of completing sets, how to know you complete a set, limiting memory use at the time, loving finishing the collectibles, having a nice place to put your stuff, grounding things in the world, the many places you can find a new item, "I got the modern wallpaper and I was pretty happy with that," Brett's torrid love affair with Bertha, punning on your paper type, speedrunning the letter-writing, animals getting cross with Tim for his short mails, theorizing about how the letter responses work, keeping responses vague, wondering about keywords, not wanting to break the illusion, character responses to blowing them off, maintaining the archetypes of these characters, maintaining an attitude, clean conscience gaming, the foreignness of the traditions of Animal Crossing, the normalization of Nintendo in its games, animal identity and jokiness, colonialism in the new title, wanting to see the numbers go up on your Happy Room score, reducing your debt, capitalism and growth, exploitation of natural resources, simulations making an argument, the sterility of weeding vs the messiness of weeding in real life, gyroids and Haniwa (Kofun period), the basis of the Miis, anagram fan, the difficulty of replicating a success like this, not wanting to be the second game in a cornered niche.
Games, people, and influences mentioned or discussed: Indiana Jones (obliquely), Nintendo's Treehouse, Farmville, Facebook, Gavin Newsom, Destiny, Fortnite, Diablo III, World of Warcraft, EAD, Assassin's Creed (series), Metal Gear (series), Pokemon, Harvest Moon, Stardew Valley, Waypoint, Tomb Raider, Sound of Music, Mary Poppins, Violet B Trudel, Scrabble, irreverentQ, NotADoctor, The Sims, SimCity, Cities: Skylines, Kirk Hamilton, Aaron Evers.
Tim's Favorite Things:
Lens flares on cameras with many a jump cut,
CQC combat that shows off Old Snake's butt,
Cute codec calling to save with Mei Ling,
These are a few of my favorite things
When the Vamp bites,
When Pain's bees sting,
When I'm feeling sad...
I simply remember my Metal Gear things,
And then I don't feel so bad
Who is this Raiden and Iroquois Plissken
Invading a snow base I hope you brought mittens
Sons of the Patriots pulling my strings
These are a few of my favorite things
When Gray Fox strikes
When Deep Throat rings
When I'm feeling sad
I simply remember my Metal Gear things
And then I don't feel so bad
Notes:
Tim describes Animal Crossing as having been made by DeNA; it was by EAD. We regret the error.
Next time:
Still an hour a day!
Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub
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