Truly tragic that so many otherwise smart games formalists fail to "get" Animal Crossing. Maybe we need to consider better accessibility options for these audiences. Some players need more obvious systems, repeated praise, overt goals. Perhaps a dominance slider in the settings.
It's just nuts to me to write about AC examining only the loan repayment / bells-making / resource gathering systems, and then complain about those, when those are so *obviously* only in there in service of other systems in the game.
Sure, if you look at AC solely through the lens of mastering its economic systems, then yeah- it's a pretty shallow loop, there's no challenge, it's repetitive, and not much fun. But to do that feels almost deliberately myopic.
While people can and do play the game that way (grinding everything quick as possible), it's clearly not the intended play experience. Clear from the game itself and statements from the designers. The economic systems are a light framework that support wider 'mindfulness' systems
Needing to gather sticks and stones encourages you to keep an eye out. Try to hit the rock just so. Spot a camouflaged bug. Check the shoreline for a message in a bottle. The economic systems are a light touch, providing a small incentive to just... observe, and experience.
This is a game that is just exploding in lovingly crafted rewards for taking things in and enjoying small details.
Like, I gave a hat to a pink elephant, and now he wears it when it rains!!!
The need to gather bells or whatever is just a small formal framework to facilitate that.
I'm not saying everyone needs to enjoy that sort of thing! And it's nor more a game for everyone than CS:GO is.
But just on a game design level, if you're unable to see, analyze and appreciate what the game is doing, that feels like a huge blindspot to me.
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