Game Description: Occasionally strange but completely addictive, it is not so much a game as a simulation of life in a small town. Life ticks by in real-time—different things happen at different times of day, and seasons change just like they do in the real world! Get to know your town. Meet your neighbors, buy a house, and furnish it however you like. So much to do! Plant trees, pull weeds, go shopping, run errands-or just go fishing. Get three friends to move to your town or travel to a friend's town to see what's up.
If wake up in the morning, I check my mail to see if I’ve got any messages from my friends, I see who’s been talking about what on the discussion board, I head out into the world to see what people are going to say and how my world is different today…
Animal Crossing is one of the latest games to come out for the Nintendo GameCube. Anyone expecting bosses and bonus levels should be warned, as Animal Crossing is best described as a simulation of life in a small rural village. But it has many aspects that separate it from the simulation games that we are used to seeing and which make the game a unique experience. Uniqueness is not a good enough reason to play a game, however. Luckily, Animal Crossing is not merely unique, but also highly addictive and entertaining. In this case, the unique experience is refreshingly simple on the surface but surprisingly complex in its depths.
Interaction in Animal Crossing takes the form of controlling a character moving into a town and then settling down to create a life. The player works for and relates to the animals that live in the town, while collecting items to use in their ever-expanding house. The town also has a number of public areas, including a police station, a shop, a museum, and a train station that the player can use to travel to other towns.
Graphically, Animal Crossing is simple and bright, involving lots of primary colors. The simplistic style and bright visuals match the gameplay and overall feel of the game very well. The general impression that is created is that of a child’s fantasy village, a fantastic youth’s vision.
The official Nintendo description of Animal Crossing labels it as a ‘Communication Game’. This refers to the interactions of your character with the NPCs as well as other players who also might be living in the same town. This communication is done through talking with the NPCs and sending and receiving letters from both the NPCs and the other players. The Animals will give you plenty of little jobs to do and will reward you upon completion with various items. What’s more interesting is the ability to send letters to the Animals and receive replies. It’s entirely possible to start a correspondence with a villager that will span a dozen letter exchanges or more. However, that doesn’t mean that it’s easy. The AI for the animals’ letter-reading abilities is more than a little arcane, and it seems often to be a shot in the dark as to whether the animal will even understand what you’ve written. The most frustrating element of this experience is ‘typing’ with the controller, where writing a simple sentence can be quite a long process.
A description of Animal Crossing as a ‘pointless game’ would be, well, missing the point. What people mean when they say that is that there is no ‘win state’. The concentration is on how the player interacts with the system of the game world, and how that game world changes over the course of time. Indeed, reviewing this title so soon after its release risks missing many of the significant aspects of the gameplay, as they are deeply intertwined with the concept of playing the game over a long period of time.
One aspect that really helps enhance the experience is the multi-player. Although you cannot be in town with another player at the same time, you can exchange letters and gifts with the other players. Sometimes on a special day, it can be quite important as to who gets to the game first, especially if rare items are at stake. Another aspect of Animal Crossing allows you to travel to other towns if you save traveling data onto a memory card, or have another town in the other slot of your GameCube. Traveling to other towns allows you to converse with other animals, import fruit that your town might not have and allow animals from your town to move to the town you’re visiting.
Animal Crossing can also use several of Nintendo’s other peripherals to enhance the game. Although none of these activities are essential to enjoying Animal Crossing, it is nice to have a game that takes advantage of some of Nintendo’s neat little toys. However, the line is sometimes crossed in terms of pandering, as often villagers will come across as shills when the extol the virtues of various Nintendo products.
The nature of Animal Crossing’s gameplay has engendered a widespread comparison with the most popular videogame of all time, The Sims. Both The Sims and Animal Crossing are concerned with creating a simulated world. Not necessarily a representation of the real world, but a system with logical connections. The enjoyment that the players derive from the game is based on their ability to interact with the system. Figuring out how the system works satisfies the player’s curiosity. Developing the ability to manipulate the system satisfies the creative urge of the player. This is crucial for a simulation-style game. The aim is to present a system that is simple enough to be initially understood, yet complex enough to challenge the abilities of the player.
Animal Crossing does a good job in this area because the world is so accessible. Once the player gets used to navigating their town and discovering where the various animals live, there’s almost no way to become ‘stuck’ in the game. Once the player has figured out how the game works, there is a lot of work still to be done; the player must discover how interacting with the simulated world changes it and what secrets remain to be discovered.
Animal Crossing also distinguishes itself from The Sims in how it presents itself to the player, that is, who or what the player controls. In The Sims, multiple characters are controlled, but in an abstract way. The beings are capable of independent actions and will often not do exactly what is wanted. In Animal Crossing, the player is in absolute control, but of only a single character; the non-player characters (NPCs) are uncontrollable - and often unpredictable. Although the game is still played from the traditional camera perspective of an eye in the sky, the gameplay largely eschews aspects of the ‘god-game’ genre. The only method the player has of interacting with the game is through the actions of a singular character, creating a more focused experience.
The difference that most clearly separates Animal Crossing from just about every simulation-minded game ever made, is that real-world time passes in the game. In most simulations, time may pass, but only when the game is being played. In Animal Crossing, the clock keeps ticking away no matter what. This means that if you take 34 hours off from playing Animal Crossing, 34 hours have passed in the game world. Even as the game sits unused in its case, the illusion is created of activity occurring within the game, unseen by the player. This creates a higher level of immersion for the player. Because the game is affected by events that occur without the player being present, an illusion is created of an independent game world; like the real one, this world hurtles on regardless of whether you decide to sleep in. Indeed, there are many aspects of Animal Crossing that make it harder to use metagame techniques to manipulate the game world, further cementing the illusion of a separate existence.
Overall, the game could be described as ‘simple’, or at least on the surface.. The gameplay is pretty basic. The A button does pretty much everything, with spot duty for the other buttons on the controller. It is fairly easy to see that the game was designed with the GameCube controller in mind, and the control will never become an issue for a player. This is helped by the fact that the game doesn’t require much in terms of motor skills in order to play it. The only notable exception to this rule is when the character is fishing, which is a fairly simple reaction test.
The aesthetics of the game are well-designed and consistent. But there are some minor flaws. Animal Crossing is an upgrade of a game originally designed for the Nintendo 64, and it shows. The game is nominally 3D, but there is very little in terms of camera control and rotation. The game plays basically like an isometric title, and it’s easy at times to figure out how the grid runs on the terrain. Too often are bit-maps easy to spot, especially on the faces of the characters, and the texturing is a little blurry. However, the graphics are very consistent. Nothing feels out of place and everything fits together well. The music is consistently decent, with a couple great tunes. Many of the pieces hark back to a simpler sound, and the MIDI-keyboard light jazz that powers the soundtrack feels appropriate without being aggravating.
A complaint has been that the game reveals too much of its secrets early on. It is possible to maximize the size of your house within two weeks or less of starting to play, and the speech of the animals does repeat at a fairly even rate, but there are many aspects of the game that can only be unlocked through time. Even after playing the game nonstop for weeks, the player will only have a small percentage of the items that you can collect in the game. Many of the collectible items are available only at certain times of the calendar year. Add in the seasonal events, some of which only occur once a year, and Animal Crossing becomes a game with serious legs in terms of replayability.
The deepest and most complex aspect of the game is the feng shui rules that are applied to how you arrange your house. Every couple of days, you receive a ranking of how stylish your house is, and you’re encouraged to try and collect like items and experiment in how you arrange your rooms. Although this may seem like a fairly minor aspect of the game, it is the most involving and challenging aspect, and something that you will be spending a lot of time with the longer you play the game.
And as I’ve stated above, playing the game is a unique experience. Not only because of the new takes on simulation, but because the game is designed to be played at a different pace than most video games. The game is intended to be played every day, usually only for an hour or two, as opposed to the multi-hour sessions that are usually devoted to videogames. Because of this, somebody expecting to be able to play Animal Crossing for five hours straight will probably get bored at some point. However, unlike other games, you can play the game for eight straight days and have a different experience every day.
The unusual design of Animal Crossing means that there are going to be two basic reactions to the game. There are going to be people who love it, and those who hate it. It is true that the gameplay is often overly simplistic, and the amount of repetition can be pretty daunting, especially in terms of dealing with the NPCs. Some players will simply be unable to get into the collecting and small discoveries that really drive this game. Others however, will find the joyous nature of the game and surprisingly deep internal systems a constant delight.
When the sun goes down and everybody heads off to go to sleep, I either try and find fellow night owls to talk to, or I head back to my house to relax and then fall asleep, wondering what new things the next day will have in store for me…
In Thom's review above, he touched upon the fact that Animal Crossing is structured to be played for about an hour or two instead of the longer, sometimes marathon sessions that other games inspire. This type of slower, more leisurely game design is a very new way of thinking in our field, but seems to be establishing a firm foothold. Its ironic really, since many people typically associate videogames with short attention spans and instant gratification. Animal Crossing's play offers up some strong proof to the contrary and joins the ranks of an inchoate genre that I like to think of as "Patience Games".
The beginnings of this genre were quite apparent in two high-profile Sega Dreamcast titles: Shenmue and Seaman. Personally, I wasn't the world's biggest Shenmue fan, although the idea of being in a realistic town interacting with independent characters is a strong one in theory. In reality, I felt that the available simulation and item-collection elements didn't mesh well with the games plot and action-film motif. It ended up feeling like a rather schizophrenic experience.
Taking a different approach, Seaman had the incredibly interesting concept of strictly rationing interaction to replicate a living creatures month-long growth cycle, but it was totally hamstrung as a game. Once you had listened to the ugly fish's short diatribe each day, there was literally nothing to do except watch him swim the aquarium and occasionally feed him a bug. It was such a slow-paced experience that I don't know a single person who didn't cheat the hardware's clock and quicken the pace.
Seamans "non-game" status was avoided by increasing the number of activities available. While the games big events are far apart from each other in real-world time, there are a number of pursuits to enjoy at your discretion. If it suits your fancy, you're free to do some bug-hunting, fossil digging, fishing, redecorating, gardening, or a number of other things at any time you desire. In effect, the player can create their own personal goals and spend as much time as they want with the game despite the fact that there may not be anything to actually "do" that day.
However, while Animal Crossing incorporates elements found in both of those games, it has skillfully managed to avoid the pitfalls that plagued them. It's quite admirable, really. Unlike Shenmue, the point of the game is to simply live in the town. This avoids any motivation that would make players rush through as quickly as possible for the sake of progressing the story there isn't one. Following this logic, it creates a confidently casual pace where small and even menial tasks become enjoyable and interesting rather than time-wasting distractions.
I'm quite impressed with Animal Crossing's well-balanced design, but that's not to say that there aren't problems. As an example, for a disc being labeled a "communication game," the conversation and letter-writing elements of Animal Crossing were surprisingly frustrating, as Thom hinted.
After using the GameCube controller to tediously peck out a note, the reply back from the recipient was invariably something like "I don't understand what you said; speak English next time!" I quickly gave up on correspondence since every approach I tried met with failure. This is particularly galling since Seaman was able to implement a highly sophisticated voice-recognition system and actually understand human speech. With a powerful machine like the GameCube, why can't it analyze and respond to simple written sentences? Interactions with the towns population are little better. The number of phrases the non-player characters can speak is quite limited and you'll hear the same speeches over and over again until it becomes nigh unbearable. There's no real way to skip over them, so running errands and gabbing with your neighbors comes off as far shallower and less involving than it could have been.
Finally, as a warning to all the nocturnal gamers out there: if you're like me and tend to get your game on in the wee hours, you might want to consider setting the games clock so that it registers daytime as night and vice versa. The majority of events in the game happen between the hours of 9am and 6pm, with very few things happening after the virtual sun sets. If its inconvenient for you to be playing games at that time, you're going to be missing a lot.
Those annoyances aside, Animal Crossing is simply too unique to pass up. Besides all the things that Thom and I have already mentioned, the game also possesses qualities of stability and permanence that are rarely seen electronically. The fact that this quaint little place continues to exist even when I'm not in front of my television elevates it from being a simple videogame to an appealing alternate version of reality. Its a warm, safe and inviting place to escape the harsh realities of life in the new century. After turning on the GameCube, I can find neighbors that are friendly, earn my living just by casting a line into the sea, and no threats of physical or mental harm from any source domestic or foreign exist. Without getting into M-rated territory, what more could a person ask for?
Parents should not be concerned about letting their kids have access to this game. Like most Nintendo titles, Animal Crossing is incredibly kid-friendly in terms of mature content. Not only that, but Animal Crossing boasts a world that rewards positive, socially outgoing and responsible behavior from the player. Add in the possibility of child-parent interaction inside the game, and this game is a winner for households with children.
Hearing impaired gamers have nothing to worry about. Although they will miss out on the game’s music and burbling speech of the animals, all relevant information is conveyed by text. (There is a significant amount of music to collect in the game, so that may be an issue if you feel that you would be left out.)