This week in class we discussed system dynamics and the information systems of games. I know I am going to beat a dead horse here but I am going to discuss these two topics in the context of Animal Crossing: New Horizons since that is what I have been playing the past week nonstop. It was really interesting to have discussions in class looking at other games and how system mechanics looked in each game. I had never really noticed how much information the system gives the player visually. In Animal Crossing the boundaries of the game are clearly defined in the beginning of the game. You are on an island and there is nowhere else you can go. As you progress through the game, the boundaries expand. An airport opens up on the island and you can now visit other islands that the game provides or you can visit other players, making the boundaries of the game virtually endless. The player in Animal Crossing is lead through the progression of the game through interactions with other characters, mainly Tom Nook. Nook will tell or hint at the player what they should do next to progress. If the player does not understand what the next step is they can simply ask Nook “What should I do now?” With his guidance, the player builds more and completes tasks to further their island. Along with the information gathered from interactions with Nook, the player can also gather a lot of information from their pocket and their Nookphone. In their pocket, they can see all the items they hold, some of these items allowing the player to perform certain actions like fishing or digging. In the Nookphone players can see many things such as what creatures they have already encountered and what goals they are working towards.
Although Animal Crossing is a relatively relaxed and predictable game, there are some elements of the game that are unexpected. As my group discussed in class on Thursday Animal Crossing supplies a few emergent elements. The biggest one we could think of was the wasps and tarantulas on the island. These are the only elements of the game that actively attack the player while the rest are neutral or helpful. Other emergent elements could be balloons that randomly appear that you can collect gifts from and interactions with other characters in the game where they offer up a gift to the player.
P.S. Tom Nook is a good man and I will die defending him
Works Cited
Animal Crossing: New Horizons, Nintendo, 2020
Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 4th Edition. 2019.