Animal Crossing's Gaming Mechanism Creates Fair & Healthy Environment For Players
The breakthrough change of Animal Crossing New Horizons is not only the substantial improvement of the network function, which enables it to become an online virtual community (although affected by network fluctuations, there are still many problems with the online experience at this stage), but more importantly. It is that the producer's development concept of maximizing the sharing spirit and providing players with greater freedom has been recognized by the market, attracting a large number of new players with the core gameplay fun, which undoubtedly has a huge boost to the development of the series.
In games where most players can communicate directly, or in massively multiplayer online games built on the basis of this type of communication, the roles played by different players are often unequal, at least currently occupying the mainstream of the market. In many projects, which is strong and weak is clear at a glance. Moreover, this kind of pros and cons has nothing to do with the players’ luck or the ability to play the game. It is naked money determinism-in most online games, players who spend money must have an advantage over those who don’t. In ACNH, although players need to continuously collect Animal Crossing Bells and various ACNH furniture items to decorate their islands, it is not how much you spend on the game to have a monopoly.
Except for a small number of online battles that always adhere to the theme of fair competition, whether the main PVE or PVP, its core mechanism is built entirely around how to guide players to invest more resources into the game, without spending a huge amount of time or money. Not eligible to experience the full content of the game. Every time you enter the game, you will see a dazzling variety of krypton gold options. The strength or appearance data of those big Rs are intentionally or unintentionally displayed in various positions in the UI, which makes people feel that prostitutes have become the immoral things.
Such a game is like a modern city. The city center is a cluster of towering skyscrapers. Everyone can see the tallest and most dazzling buildings when they look up. The ones that are scattered around these buildings are arranged in order. It is ordinary high-rise buildings, ordinary buildings and low-rise bungalows. Together, they form the ecology of a city and often reflect the class and status of participants in real life.
While in Animal Crossing New Horizons, a "semi-online game" with strong social tendencies, feels more like a huge jigsaw puzzle. Every player is a small piece of it. Everyone can communicate with each other and communicate with each other, feelings and encounters. Blending together, while forming this simple and beautiful picture of uninhabited island construction, even if you are only a small part of it, you still have their own splendor. There is no difference between good and bad, good or bad. In the simplest and most simple days, enjoy the slowly flowing time.
Like the previous works in the series, Animal Crossing has not changed much in terms of art style and the high degree of freedom of play built around the collection and construction system. Although the picture quality has been significantly improved, it is not enough to provide enough for this explosive trend. Supported by evidence. In addition to traditional factors such as Nintendo’s first-party signature and blank period of masterpieces, I personally believe that its pure game fun sharing mechanism through network functions can bring users an experience that is significantly different from that of current mainstream games. A strong sense of freshness.
Investigating its source, first of all, from a mechanical point of view, Animal Crossing truly achieves that all players' resource acquisition capabilities are basically maintained at the absolute same level. Everyone has the same starting point and similar revenue expectations. This is not surprising at first. The random equipment drop mechanism in many games is essentially the same production concept. For example, in the "Diablo" series, character and game time determine the quality of the items that players can obtain.
But the ingenuity of Animal Crossing is that the producer has basically smoothed out the quality differences of the dropped items due to differences in personality through functions such as mutual visits to friends islands and mail delivery, and there is no good or bad between different furniture and decorations (even the items you buy with Nook Miles Ticket). Because they don't provide any ability bonus (or even the concept of ability at all), everyone is now completely standing in front of the same starting line. If there is any hard threshold, it is the number of friends. As long as you are not a pure and firm stand-alone gamer, I believe there are ways to solve this problem.
The reason why this mechanism seems a bit shocking at the moment is that a large number of online games (I believe no one will deny that Animal Crossing is actually equivalent to half an online game) has proven that through training and showing players the ability and appearance of the big R, especially PK The existence of the system can stimulate the desire of some ordinary players to recharge and effectively increase the revenue of the game.
If the developer’s approach is more extreme and even uses PK content as part of the main-line process experience, the difficulty may gradually increase, but it will eventually create an upward bottleneck for players like the push mechanism of the PVE mode, forcing you to stay in At a certain stage, it takes time to improve ability until a breakthrough occurs. Of course, the result of a breakthrough is often that another difficulty will soon be encountered. The depth of the game content that players can touch is entirely determined by the producer. In theory, no one can design a game that allows people to clear the level for free.
The result of this mechanism is that the so-called "sharing" in some games must have a "show off" element for most people who have obtained this information, and it can even be said that the latter is the main purpose. Because the resources invested by players behind a piece of advanced equipment and a certain formed character are destined not to be paid for by everyone, as long as this resource gap that most people cannot cross exists objectively, no matter what kind of packaging such behavior is carried out, It can't be called pure "sharing".
But Animal Crossing blocked the road of "show off" from the rules mechanism. All players’ income comes from the same random resource library, items refreshed in the store, clothes sold by Miss Hedgehog, gift balloons flying from the sky, item packs falling from trees, recipes or gifts given by island residents, no one Know what the next gift you get is.
After the accumulation of previous generations of games, the types and quantities of this resource library are now breathtaking, combined with transformation functions and richer color changes. However, most of its features are decorations, so that players will not have a special obsession with one or a few things like in other games (gold tools have their own specific acquisition methods, of course, they have nothing to do with krypton gold) .
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