move_objects on
watch sims breakdance in bed
http://i.imgur.com/abpAf0m.gif[/IG][/QUOTE]
rosebud
rosebud
rosebud
rosebud
move_objects on
watch sims breakdance in bed
http://i.imgur.com/abpAf0m.gif[/IG][/QUOTE]
rosebud
rosebud
rosebud
rosebud
And I feel like this is equally misinformed. Yes there is silliness in the Sims (mostly due to the expansions and sequels), but mechanically speaking the core game is a much deeper experience. AC always strikes me as Sims-lite - it aims for a similar sort of life simulation, but is much more simplistic in almost every area. Instead of building every aspect of a house from scratch using some awesomely intuitive architecture tools, you just purchase a pre-built one and furnish it. Instead of fostering your character's emotional development through social interactions, you're just running errands for some dog. It's just a much more basic experience to me. You get a lot of customization, sure, in the sense that you can plan out where things will go and how to manage your time. But Sims simply offers more and scratches the same creative itch better with its build mode and create-a-sim. So many people I have talked to about The Sims relish the ability to create their dream house down to the last detail, which you can barely do in AC - maybe if you get really lucky with the randomization and pour 30 hours into the game (another problem), but unlikely.
I also find AC quite limited in terms of the emergent stories that you get out of the game - like the time in The Sims where I was pressed for space, so I put a microwave next to the baby's crib. It caught on fire and spread to the crib, so a social worker came to take the baby away. I took away the door to stop them getting in but they just teleported through the door. The parents were heartbroken and I lost my only microwave. A 'silly' story, sure, but i've never encountered a story worth re-telling like that after hours of playing AC on the Gamecube.
Someone said "Animal crossing is just re-acting our first step in the adulthood over and over again", which is true. The Sims not only offers that, it also allows you to live out an entire life from birth to the grave. It goes several steps beyond just a first steps fantasy, which is something mostly children and teens have. For a lot of adults this chance to, in a sense, re-live it all again is much more appealing. Adults who have shitty lives can escape with a virtually perfect Sims life, and conversely, people who have no money troubles can find it interesting to struggle by as a poor ghetto family. The Sims taps into real life problems and curiosities much more than AC does, and so I feel it connects with adults much better and as a result is more enriching to play for them.
Meanwhile, in AC, you're harvesting some carrots for some new hats - a simplistic "fuck bitches, get paid" narrative compared to The Sims far more nuanced "I need to look for a job and carefully manage my income so that my children can be fed and I can afford to throw a party to climb the neighborhood social ladder".
And I feel like this is equally misinformed. Yes there is silliness in the Sims (mostly due to the expansions and sequels), but mechanically speaking the core game is a much deeper experience. AC always strikes me as Sims-lite - it aims for a similar sort of life simulation, but is much more simplistic in almost every area. Instead of building every aspect of a house from scratch using some awesomely intuitive architecture tools, you just purchase a pre-built one and furnish it. Instead of fostering your character's emotional development through social interactions, you're just running errands for some dog. It's just a much more basic experience to me. You get a lot of customization, sure, in the sense that you can plan out where things will go and how to manage your time. But Sims simply offers more and scratches the same creative itch better with its build mode and create-a-sim. So many people I have talked to about The Sims relish the ability to create their dream house down to the last detail, which you can barely do in AC - maybe if you get really lucky with the randomization and pour 30 hours into the game (another problem), but unlikely.
I also find AC quite limited in terms of the emergent stories that you get out of the game - like the time in The Sims where I was pressed for space, so I put a microwave next to the baby's crib. It caught on fire and spread to the crib, so a social worker came to take the baby away. I took away the door to stop them getting in but they just teleported through the door. The parents were heartbroken and I lost my only microwave. A 'silly' story, sure, but i've never encountered a story worth re-telling like that after hours of playing AC on the Gamecube.
Someone said "Animal crossing is just re-acting our first step in the adulthood over and over again", which is true. The Sims not only offers that, it also allows you to live out an entire life from birth to the grave. It goes several steps beyond just a first steps fantasy, which is something mostly children and teens have. For a lot of adults this chance to, in a sense, re-live it all again is much more appealing. Adults who have shitty lives can escape with a virtually perfect Sims life, and conversely, people who have no money troubles can find it interesting to struggle by as a poor ghetto family. The Sims taps into real life problems and curiosities much more than AC does, and so I feel it connects with adults much better and as a result is more enriching to play for them.
Meanwhile, in AC, you're harvesting some carrots for some new hats - a simplistic "fuck bitches, get paid" narrative compared to The Sims far more nuanced "I need to look for a job and carefully manage my income so that my children can be fed and I can afford to throw a party to climb the neighborhood social ladder".
I guess to some people a game without conflict as a gameplay core isn't interesting.
AC is a game about joy, not conflict, and I for one love that.
You could say this about any type of game.
The fact that the player gets enjoyment out of the game is what matters. That's what makes it worth while.
Animal Crossing works the same way Minecraft does. Simple, addictive mechanics with resource-driven customization and an appealing visual style. The promise of entrenching yourself deeper in that world by more fully imposing your identity on it keeps you coming back.
And I feel like this is equally misinformed. Yes there is silliness in the Sims (mostly due to the expansions and sequels), but mechanically speaking the core game is a much deeper experience. AC always strikes me as Sims-lite - it aims for a similar sort of life simulation, but is much more simplistic in almost every area. Instead of building every aspect of a house from scratch using some awesomely intuitive architecture tools, you just purchase a pre-built one and furnish it. Instead of fostering your character's emotional development through social interactions, you're just running errands for some dog. It's just a much more basic experience to me. You get a lot of customization, sure, in the sense that you can plan out where things will go and how to manage your time. But Sims simply offers more and scratches the same creative itch better with its build mode and create-a-sim. So many people I have talked to about The Sims relish the ability to create their dream house down to the last detail, which you can barely do in AC - maybe if you get really lucky with the randomization and pour 30 hours into the game (another problem), but unlikely.
I also find AC quite limited in terms of the emergent stories that you get out of the game - like the time in The Sims where I was pressed for space, so I put a microwave next to the baby's crib. It caught on fire and spread to the crib, so a social worker came to take the baby away. I took away the door to stop them getting in but they just teleported through the door. The parents were heartbroken and I lost my only microwave. A 'silly' story, sure, but i've never encountered a story worth re-telling like that after hours of playing AC on the Gamecube.
Someone said "Animal crossing is just re-acting our first step in the adulthood over and over again", which is true. The Sims not only offers that, it also allows you to live out an entire life from birth to the grave. It goes several steps beyond just a first steps fantasy, which is something mostly children and teens have. For a lot of adults this chance to, in a sense, re-live it all again is much more appealing. Adults who have shitty lives can escape with a virtually perfect Sims life, and conversely, people who have no money troubles can find it interesting to struggle by as a poor ghetto family. The Sims taps into real life problems and curiosities much more than AC does, and so I feel it connects with adults much better and as a result is more enriching to play for them.
Meanwhile, in AC, you're harvesting some carrots for some new hats - a simplistic "fuck bitches, get paid" narrative compared to The Sims far more nuanced "I need to look for a job and carefully manage my income so that my children can be fed and I can afford to throw a party to climb the neighborhood social ladder".
Instead of fostering your character's emotional development through social interactions,
I also find AC quite limited in terms of the emergent stories that you get out of the game - like the time in The Sims where I was pressed for space, so I put a microwave next to the baby's crib. It caught on fire and spread to the crib, so a social worker came to take the baby away. I took away the door to stop them getting in but they just teleported through the door. The parents were heartbroken and I lost my only microwave. A 'silly' story, sure, but i've never encountered a story worth re-telling like that after hours of playing AC on the Gamecube.
I don't know about you, I just entered rosebud and enjoyed the game equally."I need to look for a job and carefully manage my income so that my children can be fed and I can afford to throw a party to climb the neighborhood social ladder".
Now that people are talking about rewards, the thing about AC is that you set up your own reward. I personally ended up expanding my house and paying for it as the biggest objective, when I got there I just stopped playing. For others it might be getting all fossils, or completing all songs or a furniture collection.
I feel like trying the game again now, my house must be overrun by roaches D:
I did nothing nothing in WW; I hated that there were no holidays and gave up on the game.I did everything in AC:WW (save for a complete furniture sets) and my last favorite was cross breeding flowers. :3
I did nothing nothing in WW; I hated that there were no holidays and gave up on the game.
I'm going to run now before I get set on fire.
I want to try this game/genre out, got some questions for Animal Crossing senseis:
- Is there a character creator or do I use my Mii?
- Is there a combat system where I use loot to craft my gear?
- Can I play this game offline without s-pass or friendlist?i
- What is the benefit of using s-pass and friends?
This game is really interesting to me.
Why was the original such a hit then?Yes, but you will miss 90% of the fun
Why was the original such a hit then?
I think there a is a ton of fun that can be derived if you like collecting, finding new things and basically crafting your own world little by little by yourself, but to each his own.
Maybe if you could design more of your home/outside than it would appeal more to me. Unless the change the game up from the others then I don't see any appeal in buying another one because I'll just be doing the same chores again, but I'd lose interest much quicker.
I did nothing nothing in WW; I hated that there were no holidays and gave up on the game.
I'm going to run now before I get set on fire.
That's cool, because that's exactly what New Leaf does, as one of the MANY new things. Hooray!
the writing and the characters aren't what keeps people coming back? this wouldn't be half the game it is without those. the environment it creates is a huge part of the appeal.
I have a friend who played the Gamecube one fairly often without speaking to a single villager. The day would consist of: Run around looking for fossils, see what the shops are selling, donate any new fossils, check Lost and Found and the dump, catch a couple of fish, save and finish.
Maybe you should read the thread, accept it's not your cup of tea, or accept that people have different tastes to yourself.I played it and I have no earthly idea why anybody would enjoy it.
Goddamn, this reminds me of Bones in Wild World. I did so much to keep him around. I eventually completed the entire Blue set in his house. He stuck around for a really long time, actually! A few times he was packing and I convinced him, please stay, please stay. And then one day, I blinked, and poof. Gone forever. *sob*Hey don't look at me, I just didn't want Mott to leave the village. The bastard ended up leaving anyway.
I don't want to make you feel bad or anything but holy crap is this great. It worked so much better with Wild World than it did City Folk though. Animal Crossing on a console in a family is a bad idea and the people who made it should feel bad. It was okay when only the consoles could handle it, but now? Forget it.I wish I had a family member that would play with me...
Maybe you should read the thread, accept it's not your cup of tea, or accept that people have different tastes to yourself.
To be fair, it didn't take long to see pretty much all of the GameCube Animal Crossing's writing. Wild World upped this ante significantly, though it gets glossed over far too often. I went back into our GameCube town briefly before I sold it off after about a year of Wild World and I was just shocked at how dull everyone was. "Find my Pokemon Mini." Find it yourself!I have a friend who played the Gamecube one fairly often without speaking to a single villager. The day would consist of: Run around looking for fossils, see what the shops are selling, donate any new fossils, check Lost and Found and the dump, catch a couple of fish, save and finish.
Awkwardly enough, I missed how you could talk to an animal three times and he will give you a job resulting in a reward. I loved that about the game and I wish animals would make you go on more delivery jobs.To be fair, it didn't take long to see pretty much all of the GameCube Animal Crossing's writing. Wild World upped this ante significantly, though it gets glossed over far too often. I went back into our GameCube town briefly before I sold it off after about a year of Wild World and I was just shocked at how dull everyone was. "Find my Pokemon Mini." Find it yourself!
I mean, you reach a point where you might be writing stuff to your neighbors as though they could actually actually read it.
There is no challenge, no difficulty, no real objective. How this sells so much, I have no idea.
I'm a little unhappy about RF4 coming out so soon after NL. I may have to get it and shelve it for a bitMight just wait for Rune Factory 4 though, it accomplishes some similar needs of mine.