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Topic: Animal Crossing: New Horizons

Posts 8,021 to 8,040 of 10,728

foxyflimflam

@MarioLover92 Hey I found a custom design while scrolling through my insta feed earlier that I thought you might like for your island!!!!
Design code is MO-932P-RFG7-13WH

Switch FC ~ 4044-1861-3916
SN ~ * foxy *
Please identify who you are if you send me a friend request, or I will not accept!
Thanks! <3
ACNH Island ~ Lush Oasis
Dream Address ~ DA-7685-8135-7036

D-Star92

@foxyflimflam Thank you, I like it! I downloaded it.

"Give yourself the gift of being joyfully you."

Favorite game: Super Mario 3D World

AKA MarioVillager92. Ask if you want to be Switch friends with me, but I want to get to know you first. Thanks! ❤️

My Nintendo: D-Star92

foxyflimflam

@MarioLover92 Awesome!!! I KNEW it was right up your alley! (: If I run into any more, I will be sure to post them for ya!

Switch FC ~ 4044-1861-3916
SN ~ * foxy *
Please identify who you are if you send me a friend request, or I will not accept!
Thanks! <3
ACNH Island ~ Lush Oasis
Dream Address ~ DA-7685-8135-7036

D-Star92

@foxyflimflam Cool, thanks! That's really awesome of you to think of me like that. I placed that design next to the Able Sisters shop.

"Give yourself the gift of being joyfully you."

Favorite game: Super Mario 3D World

AKA MarioVillager92. Ask if you want to be Switch friends with me, but I want to get to know you first. Thanks! ❤️

My Nintendo: D-Star92

foxyflimflam

@MarioLover92 Of course!! (: I can't wait to see it hopefully soon!!!

Switch FC ~ 4044-1861-3916
SN ~ * foxy *
Please identify who you are if you send me a friend request, or I will not accept!
Thanks! <3
ACNH Island ~ Lush Oasis
Dream Address ~ DA-7685-8135-7036

Cosmofantasmo

@MarioLover92

If you ask me the song Animal City comes close to the theme of Rosalinas observatory.
You can’t order this song but if K.K. returns to your island you can make a wish for it.

FC: SW-3787-0301-2906
Profile name: cosmo
ACNH island: Kansai
Dreams: DA-3170-6137-9903

D-Star92

@Cosmofantasmo Cool, thanks for letting me know! I'll let K.K. know about it.

"Give yourself the gift of being joyfully you."

Favorite game: Super Mario 3D World

AKA MarioVillager92. Ask if you want to be Switch friends with me, but I want to get to know you first. Thanks! ❤️

My Nintendo: D-Star92

NEStalgia

@Cosmofantasmo So I've spent some time playing with my villagers like you suggested (ohh la la!), and I've come to the conclusion that some of what you said does hold water, but ultimately it's still a sloppy, lazy, half-baked part of the game that blows chainshot through the sails of the prior games. The pool of available text is very shallow, and each character repeats themselves often. Worse, attempting to get interesting dialogue involves abusively badgering them no matter how many times they passive-aggressively point out that they keep running into you today.

How you doin?
"the weather's nice!"
How you doin?
"you hit a lot of rocks yesterday"
How you doin?
"Wearing that aloha shirt makes you fash!"
How you doin?
"you hit a lot of rocks yesterday"
How you doin?
"That aloha shirt makes me think of getting stuff done!"
How you doin?
"So the other day I had this dream about dinosaurs..."

And you do this to every animal every day. If you catch them doing different things (talking to someone else, fishing versus standing) etc, badgering a few more times might get a new dialog. If I see animals in my stores, they recycle the same 3 or 4 lines.

Worse, with 10 villagers, you're likely to get 2 or 3 of the same personality. I agree with you that there are subtle variations between each of their personalities that makes them feel slightly unique. But the sheer amount of copy paste lines from each other breaks the illusion and feels like a menu driven text game from the 80s. Of all resources to add to the game, unvoiced text is the cheapest, even with localization costs. And they went bare minimum in this entry. At a minimum, each character should have had their own dialogue tree, even if they have minimal unique lines within their tree. As-is you have a thin dialogue tree, mostly copied among 1/6 the cast.

I didn't find gifting them made significant differences in interaction. Some will run up to me with wanting to give me an item or settling a dispute (always over snacks...) with someone else. But it's always the same event or having a few word swaps, with one of the same few lines of text.

The little dialog and personality that's there is enjoyable....the first 4 times you see it. I love my villagers, technically. But they're not as quirky as they were. And SNES RPGs had deeper dialogue trees 30 years ago.

@status-204 I'm curious what you're actually finding to do at this point - even to build? I spent some time building. I built my paved plaza entry, lined in shrubs and fountains. I built a 2 tier waterfall on the cliffs starting with a fountain and falls, splitting to streams that split to 6 small falls into a pool with an overlook. I paved and lit my "market district" (2 stores....) a little beach lounge and campfire. I planted palms around the coast. That all took a week or two max. It's not an urbanized heavily built island, but it's the island that I can really build with what's available in a way that isn't just building for the sake of building. I haven't needed terraforming other than the falls and changing a few edges to fit ramps, etc. There's nothing I'd really change about what I have there, and nothing compelling to build elsewhere in the large forested areas that would otherwise not uglify the nature, and without more stores, there's nothing to build "around".

One thing I realized that leads to the "empty island effect" is the "one island per Switch" design choice. The island is "too big for what's available" (or vice versa, what's available has been restricted thus making much of the island excess) because they needed to allocate enough island space to fit a house for all users of a Switch. That would be up to an additional 8, I believe, houses, taking up island space just to accommodate all possible accounts on the console. Unused space with nothing interesting to do with it if you're not playing with a house full of users. (and arguably wasted space if you are, as well )

I built the 3 additional rooms on the house. No attic or basement yet. And all the small size rooms. But at a 750,000 bell price tag after that last one, I'm not finding much incentive to just forcibly grind the rest for the sake of doing so. In older games it at least moved toward unlocking more shop upgrades/Gracie, etc so there was incentive compelling me to update it beyond just getting more space to decorate which, while a great addition, being able/required to decorate the outdoors removes a lot of incentive to want to expand indoors. If it were cheaper, I'd be thrilled to try it, but it would take 15 days of daily tasks to get to the next upgrade. But then the one after that is probably a million? Then more after that? That means 20 days of daily grinding for an average of 50k per day (or a lot of idle fishing) to get that next upgrade which only allows placing....more furniture, which is really all there is to do outside already.

And I have yet to see turnip lady once, because I have never played on a Sunday morning....I mostly see my town at night, and only at night. Not that I fared well in the stalk market in past games, so I usually avoid it anyway

Between the copy/paste characters, and the streamlining of most "places" and "stores" into menus and random events, if you're not building a project, or farming a particular stash of funds/resources....there's decisively little reason to engage with your town. You hit your rocks, plant your money tree, sell your fossils and you're done. In and out in 20 minutes. Not much else to do or interact with. It's not about a lack of "goals" but a lack of activities. KK's fun, but even in the old games that wears off after a few weeks.

To keep playing, you have to have something to engage with. To do that I presume you have to be building something....but what on earth can you actually build if you're limited to dropping furniture from what seems like a very finite list, and an inability to build actual structures? I keep trying to see what people are able to spend so much time on....and keep failing. Heck, some folks here have spent more time on this game than I've spent on pretty much any game ever. I just go in, get my rocks and fossils, yep, everything's here still...aaaand done. I want to find a reason to engage with it more....it's a charming world....but a charmingly empty world. I'll keep poking in for seasonal stuff and rocks, but at this point, I can't even see finishing up the house. It's grinding just for the sake of grinding. I'll probably do one more expansion, maybe two. And grinding is so. Much. Slower. than catching stags in Tortimer. I had finally started gaming some of the stags I do have...then summer stopped and there's few if any beetles on trees anymore.

@Anti-Matter "Time Travel 😁
That's my main activity on ACNH."

LOL, that summarizes what's wrong, I think. The game should be giving you a lot more activities than changing your console's system date just to have something to do in the game

I haven't time traveled yet. I'm still afraid of messing with the cloud saves on my other games...and backing out and changing the date all the time doesn't sound terribly fun either. "Cheating" is the wrong word - it's not cheating. Cheating requires having a goal, and bypassing the systems designed to make achieving it a challenge. You can't cheat in AC. It's not possible. It doesn't have actual goals, or structured challenge to achieve them. Time travel reveals the actual problem: There's little to actually do in the game, and the only way to provide something to do is to keep changing the date to bypass the 23h of nothing to get to the 1h of something That's cool that you and others found a way find fun in the game mostly by bypassing most of the game...maybe I'd feel more engaged with it if I tried that. But...it still feels like it also misses the point of what should be making the game a joy.

I am grateful that villagers don't leave though. After the next few weeks I will probably only boot up the game around holidays or seasonal changes to see what's there. And it was always depressing when villagers left as a result!

NEStalgia

NEStalgia

@status-204 Yeah, I haven't seen much indicating "friendship level", but the whole idea seems contrived. I have no idea "what level" I'm at with whom. But nothing seemed to change with them as I gifted them, AFAIK.

Ahh, social turnips. That makes sense I suppose. If not playing "socially" like that then you just have to "set alarms" to get there on time for turnips (I did that in NL for a while, but stopped, because I always ended up losing bells!) and take your chances. Meh. In NL I grinded the old fashioned way, but Tortimer made that fun. I'd go after 10 or 11 every night with an empty inventory and just scare away everything that wasn't a golden stag or....I forget the other one...goliath? Atlas? and keep going around until I got the two good ones. It was an actual fun activity and video game mini game to play daily. And I'd come home with a 100k+ haul daily, plus the rocks and fossils money, I could get 150+ a day....it gave a fun game to play to get to the house upgrade. Still took time, not as fast as winning big in turnips, but reasonable. But you can't really grind like that in NH. Fishing alone I can get a few thousand, maybe. 10k if I'm lucky. 30k if you're crazy lucky or get the youtuber otter. It would take literally months of grinding just to upgrade the other half of the house just to gain nothing other than yet MORE space to decorate with furniture, as though an entire island wasn't enough.

At least I know I'm not "missing something" at this point - you were the one that still found stuff to do and build despite seeing the same issues with the game, so if you've hit the same "there's nothing to do other than the chores" point, then I'm probably par for the course. Shame. It sounds like a lot of people are in the same boat of wanting more reasons to engage but not finding any. Hopefully if Nintendo is watching the engagement metrics they'll see the pattern and come up with some improvements. Granted, they'll sell them to us as DLC....

And this is a game that was delayed 4 months from the intended release because it wasn't ready yet! What did they spend all that time working on?!

NEStalgia

Xyphon22

@NEStalgia Maybe you've said before and I missed it, but I'm curious what you did in previous games that you can't do now. I'm not a fan of building sims either, and I've played this game everyday since launch and still enjoy it. I just have never played for even 3 hours a day let alone 7-8 like some people do. But I could never do that in past games, either. I guess New Leaf had more stores at once (Kicks, a 2nd Able Sisters, Gracie Grace on top of Nook's), but those took a whole additional 3 minutes to look through. But I mean, you fish, you hunt for bugs and fossils, you check on your neighbors, you shop the stores. What else was there in past games besides this? Go to Tortimer's Island to...also fish and hunt for bugs? I have always found Animal Crossing to be a slow burn, and the only thing that ruins it is trying to do too much, too fast. It's always been a grind if you play correctly. I honestly think it's been the internet and community interaction that has let people turnip trade and collect tens of millions of bells in a matter of weeks that ruined this game for people more than anything, but I never did that so I'm still going strong.

Xyphon22

NEStalgia

@Xyphon22 Just comparing to New Leaf the major differences I see affecting play are:

All the additional stores have been consolidated, or consolidated to menus. Where they previously had "place" to be and something unique to visit and explore, they are now menus and randoms in the center square. Kicks, Leifs (inside nooklings, but a unique store/section), Gracie Grace's second floor. Nookling Junction had FIVE forms, 2 of which added a second store (Liefs, Gracies). Cranny has 2. Smapoodle is now a menu. HHA, Luna, each had their store, now they are menus. The Roost (added in patch later for NH?) Nook's construction had its own store - now it's integrated with town hall). A lot of visiting "places" in your virtual town are now activating menus or waiting for traveling salesmen in the same exact tile of the game. Re-Tail was an additional store/place as well. K.K. had his own venue.

Characters had a lot more unique dialogs, much more interactivity, personality. Talking to your villagers (or them coming to you) often gave unique encounters rather than the above "Click NPC, CLick NPC, Click NPC, Click NPC" effect like trying to get the funny lines in Starcraft/Warcraft.

Gyroids are missing (they're a series staple!), Tortimer Island gave you a different place to go (without grinding miles to do it) with a valid purpose (mostly bugs you couldn't get, or couldn't get all year on your island) that gave sort of a mini game to make progress to your house, or town projects. That's missing here and Mystery Tours don't give too much of what you don't already have (and cost a lot of miles you're supposed to use on other things.)

There was a lot going on and a lot of things to "do" that would surprise and pop up out of nowhere. A lot of locations to check on. And the slow burn of grinding was less slow because of Toritmer and such - you could slow burn, or in-game minigame not just with turnips but with that.

NH makes it almost "all about the turnips" in some ways. You need tons of bells, but there's not really great ways to get them. It's too slow a burn. Just going and fishing is only part of what you would do in your town in NL. There's not much interaction with villagers in NH....and when you do it's always repetitive.

Sure maybe people online trading for turnips made them upgrade faster, but I think that's just it. In-game there pacing is off with too much grind to get minimum return versus prior games. And there's less compelling events and locations going on. The town projects alone were events/activities. Here? You plop some furniture on the ground and call it a day.

Ultimately I think this game offers more creativity, but less "living in your sim with enough engaging activities and motivation to do them." Instead of adding onto the basics to make a more engaging sim, they swapped out some features for others. Terraforming alone means not living within the town and instead being a god-like character. It almost seems like a lot of compromises were made in a way that indicates the game was in development heck getting the island editing working right for a long time and the only way to get it out the door was to ship it with just what they had and streamline the rest out. The world is charming, but a lot of the "interactivity" was stripped out and replaced with "creative freedom."

NEStalgia

Anti-Matter

@NEStalgia
I don't play older Animal Crossing as i have no interest with trigerring different conversations 101.
For me, designing island on ACNL and ACNH is my selling point so even the villagers don't have so many variation conversations, i don't really mind as other games also have limited conversations variety.
ACNH gave me motivation to do Time Travel, collecting all DIY recipes, getting specific villagers easily and quickly, not for waiting the wall of texts and different conversations 101.
I have no interest with those old fashion Animal Crossing since from Gamecube era.
Building the island like Minecraft or DQB2 is not a weak point on ACNH.
Enjoy the beauty from the terraforming on ACNH, nothing wrong with that.

No good deed
Will I do
AGAIN...!!!

BrittGOAL14

@NEStalgia I do definitely miss the gyroids and quirkier conversations. The collectible Nintendo games were cool, too.

Switch Name - Brittany.
Island Name - Derry.
Dream Address - DA-5536-3403-5812

ACNH Catalog

Switch Friend Code: SW-7041-9015-5250 | My Nintendo: BrittGOAL | X:

D-Star92

@BrittGOAL14 I still remember the last thing you mentioned! My brother had a friend who had the original Animal Crossing, and he had some playable NES games in his house. That was pretty cool to see before the Virtual Console became a thing.

"Give yourself the gift of being joyfully you."

Favorite game: Super Mario 3D World

AKA MarioVillager92. Ask if you want to be Switch friends with me, but I want to get to know you first. Thanks! ❤️

My Nintendo: D-Star92

Xyphon22

OK, so this 5-star rating thing is ridiculous. I literally just spent like the last hour or so crafting all the wood and stone furniture I could and placing it all over the island. It has no rhyme or reason and looks horrible because it's just random furniture everywhere. And Isabelle still says I need more furniture to get 5 stars. How much do I need, you crazy dog? I'm doing this just to get the gold watering can and one lily-of-the-valley just to say I got one, and then I'm getting rid of it all because I hate this much junk everywhere.

Xyphon22

Anti-Matter

@Xyphon22
Take photo of your island and post here.
Maybe i can give you some advice of decorating the island.
Btw, if you getting rid all those furnitures, it will decrease your star rating (i have experienced with this when starting to terraforming my island) so place them neatly. Make your island beautiful.

Also, the Golden Tools you get are just only DIY recipes. You still need Gold Ore to make golden tools and they are still able to break.

Keep your island 5 star rating and you will get spammed by Lily of Valley flower from the same spot after you scooped it with shovel (Lily of valley cannot be placed indoor nor even you harvest the flower). Lily of valley can be given to other players by visiting the island and plant the flower on the ground, but cannot be mailed via Dodo mail.

No good deed
Will I do
AGAIN...!!!

Anti-Matter

@status-204
I was thinking next Animal Crossing should be like Dragon Quest Builders 2.
My hype will be 200/100 if that happened. 😍

No good deed
Will I do
AGAIN...!!!

Anti-Matter

@status-204
How do you play Animal Crossing with your definition?
What will you do with the animals and what are you hoping from their existence on your island?
Because i don't buy Animal Crossing for finding different conversations 101, wall of texts, Yada yada yada and being forced to play everyday or the villagers will moving out by themself.
If only want to feel the different conversations from villagers, that was really boring and uninteresting for me.

No good deed
Will I do
AGAIN...!!!

Cosmofantasmo

@NEStalgia

Alright, I guess that’s just the way it is in this case. Respect for first trying out before finally forming your opinion. Sadly I couldn’t help.
For myself I can say I’m very happy with the game and the points of your criticism, although I can to some extent agree with them, don’t hurt it. And I don’t think this is a question of old vs. new players like @status-204 said.
Coincidentally I’m currently in the state of only playing the daily chores too because work gets in the way and I also want to give my other games some time again.
But I have already some new ideas for changes on my island. I only need to find the time for it. Btw what helps me in this regard is to get inspiration from YouTube or Pinterest. Maybe this is another chance for you to optimise your experience.

FC: SW-3787-0301-2906
Profile name: cosmo
ACNH island: Kansai
Dreams: DA-3170-6137-9903

NEStalgia

@Anti-Matter Yeah, I mean, I know you actually didn't like the old games, so this game being very different makes it more appealing to you specifically because it's a very different game. But I still think this game should have been a spinoff, like HHA was, and therefore tilted even harder into being a building sim. That would have made a better building sim in the AC universe for you that you didn't feel you had too time travel just to build the way you want, and would have not stomped on the life-sim main series that some of us liked as it has. Instead they made it kind of half-way in both camps, not wanting to make two games, but awkwardly trying to combine what should have been two. Instead of getting a new AC life sim with "dialog 101" that we wanted, and a complex building sim game set in the AC world that you wanted, we get this kind of "half way" game where we get some of the charm, but not the dialog and environments we want in an AC game, and you don't get the normal paced, full freedom building game you want, so you end up having to time travel to work around the life sim stuff you don't want in your building game, and we try to invent life sim activities that aren't there in a building game.

You're actually in the same camp as us in terms of having strong criticisms of the game. It may seem like we all disagree, but we're actually all in agreement on this! What you said about time travel being necessary and that you don't have time to sit around and wait and all to play without time travel, you're kind of saying exactly what we're saying about what went wrong with the genre-mashup. You having to work around it by literally modifying the game's state just to get the game that plays the way it ought to. For us it's not the AC life sim it should be, for you it's not the town building sim it should be. We're all kind of trying to make-shift the game we think it should be and working around what we actually got.

Your time travel works better to get a good builder than our "imagining stores and conversations that don't exist" does to get a good sim though

@Xyphon22 Yeah, I don't get how the game seems to reward endless clutter. It's supposed to be an island. My "clutter" is just endless treed areas....I don't put a bunch of furniture and stuff out, just carefully placed items. I think my 2D top-down town design ideas are too influenced by old Square RPGs to be what NH wants.

@status-204 I'm not even sure what the target demographic changed from and to. I'd commented in the article yesterday about the demographic data reported by Nintendo (mostly 20-30 demographic) and Nintendo seemingly making excuses for it not being loaded with kids, that it seems like their intended demo is children for this series, and they seem almost put out that it's mostly adults playing. I was curious what the data was for other ACs, such as NL, that also released in Spring, up to the point before its first Christmas (which is what Ninty is pointing to as the cause of the lack of kids playing this one - no Christmas yet.) They talked about the need to keep changing games to keep up "with the times." etc.

So it almost seems like reality and expectations are colliding with unintended results in unintended ways. On one hand, from Nintendo's perspective, it seems like this is a game for kids, in a series for kids, which suggests they changed it to a Minecraft type game because "that's what all the kids are into these days." Yet in reality, kids seem almost instantly bored to tears with the game, and it's the 20s & 30s demo that's actually getting obsessed with the game. I don't think we can tell how much of that is "the demographic changed" versus "the social media fueled pandemic following lead tons of people who otherwise wouldn't play into playing and the game utterly failed with the actual target demographic." We'd have to see the post-Cristmas demographic play data, which I doubt they'll share, but it would be burred in the AGM transcript if they did.

That's a little dangerous for the series if it's the latter, because it's reminiscent of the Wii (and to a degree DS) phenomenon, that it's great for the bank at first, but eventually leads to a WiiU type conundrum of trying to please two demographics at once - one that's gone and not coming back, and one that wants something different than what's on offer, and lends itself to offering the wrong product, that fails, next time. And they're already basing their future on the sales of this game. Good for us - dropping mobile expansion and focusing on console - but also taking some lessons from tremendous sales of a game that might end up stranded with no solid demographic of its own, and trying to apply that thinking as a "new fad." The pandemic buyers will be gone next time just like the Wii fitness fans. The kids don't seem too interested with this format despite the Minecraftification seemingly being tailored for them. The long time series fans are put out. I don't know that we know what the new demographic is, and it seems like Nintendo doesn't either. Or if it's largely a temporary demographic of severely bored people doing whatever trends on twitter. It's a single franchise replaying the rise and fall of the Wii. It should be called Animal Wii-ing. Wait....

I do agree though, the real pain isn't what they added, I was one of the people calling for them to add some of this stuff after NL (even NL burns itself out at a certain point, and I thought for sure resource gathering, crafting, outdoor decorating, etc would fix that!) but it's what they removed and streamlined. At first I thought they didn't understand what made AC AC. Accidental prior success. That may be true, but after I remembered it was delayed for 4 months it seems more a case of they struggled with implementing stuff, probably terraforming, and ended up having to cut a lot to release product on time.

I think outdoor decorating is great, but I think terraforming, personally we could and should have done without. Bridges, ramps, etc all make sense (and existed in NL, at least bridges.) And to a degree terraforming helps fit those features in where you need/want them. But I think the idea of reshaping the physical island is problematic in three areas. First it's primitive. If we're doing terraforming, we should be able to terraform and really shape complex elevations and angles. 2 levels + water isn't very useful. Second, it's clear it really messes with their ability to implement other game features. It becomes terraforming vs. everything else. This is a technical problem. If you can move the ground at any place or any time, it's impossible for them to have meaningful NPC behaviors, or a variety of structures, because it all has to be makeshift by definition. And the third is the way it breaks the role of the player. Living in your island ended. Presiding over your island was a good way of having control without breaking village life. Even as a building/decorating sim there's a difference between having free-reign of building plans versus literally reshaping the universe on a whim. It creates a sense of player agency that changes the player's relationship to the world around them in a way that breaks the illusion of the world. In that regard, terraforming, not crafting, is the feature that broke the "AC" part of it. And oddly I haven't really found a use for the feature. Part of that is just my play style I suppose, I don't see a need to reshape the universe, I'd rather work within the land as-is. But I've only changed some cliff edges for ramps and built that waterfall. The rest is the land as it existed before time.

People point to Stardew Valley (which apparently has drawn kids more easily than this as well.) But the problem with most indies is they lack scope. Stardew is kinda fugly (and more a Harvest Moon game.) Indies don't have the budget or scope to do "all the little things" Nintendo does. Twirling your umbrella if it's raining and the water splashing off. Sandals have different sounds than shoes. If you put a fan next to a balloon, the balloon blows in the wind. Nintendo gets all these little details that, especially in AC mean everything. No indie can duplicate that. Nintendo still got those things right in this game, but they missed the core tentpoles of the gameplay experience while chasing new ones, that somehow appear to have reeled in an unintended audience, and not hooked the intended on. (Fishing puns...see what I did there? Still more dialogue than the game... )

NEStalgia

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