Why is Animal Crossing: New Horizons so popular all over the world?
What kind of game is ACNH? What is the fun of this game? What's so good about ACNH's game design? Highly playable parallel reality experience Both casual games, why is "FarmVille" no longer popular? Why can ACNH break the circle successfully?Â
Why is Animal Crossing: New Horizons so popular all over the world?
In the past few months, you may have heard of or felt this "ACNH" trend.
During the outbreak, many people also held birthday parties, wedding ceremonies and graduation ceremonies in ACNH.
The game ACNH has set a number of sales records.
After its launch on March 20, 2020, ACNH first sold 1.88 million copies in its first week in Japan, making it the most massive game shipped in the first week of Nintendo's Switch console history.
Not only is it popular in Japan, but ACNH also tops Amazon's best-selling list of console games in the United States.
Also, ACNH sold more than 5 million digital versions in March 2020, the highest monthly sales of any digital console game ever, according to analysts at SuperData. (You know, this includes data on all console games such as XBOX and PS4. ACNH is only available in Switch, but Switch's global presence is much lower than that of XBOX and PS4. )
We can see that the data for April this year have come out, and ACNH still occupies the first place in the world in terms of console game sales.
Why is this game so popular?
What kind of game is ACNH?
First of all, let's take a look at what kind of game ACNH is.
In fact, this game is not a game that came out of nowhere this year, as early as 2001, they began to launch the AC game series, the first game called "Animal Crossing", which ran on Nintendo's N64 game console at that time.
In the past 20 years, the AC series has launched a total of 12 games.
The Animal Crossing: New Horizons, which we are familiar with now, is the latest and only AC series of games released on the Switch console.
If you haven't played this game, I'll give you a general introduction first.
To put it simply, the basic setting of ACNH is to give you an uninhabited island so that you can be the owner of the island, where you can do whatever you want to do, including planting trees, planting flowers, recommending, catching insects and fishing.
You can build all kinds of buildings and transform your own island; you can also design all types of clothes to dress yourself up; you can donate various kinds of animals and plants to the museums on the island; you can also interact with other friends on the island and invite others to play on your own island.
You can interact with various small animal NPC or real players.
This game has no ups and downs in the plot, nor the thrill of fighting monsters to upgrade.
What is the fun of this game?
Why is it so popular?
If you ask different ACNH players, each of them may give you a different answer, and sometimes their views are at odds with each other, because ACNH is such a maverick product that many people think that "we can't generalize ACNH in one game type at all."
I have talked to some players who have played many versions of AC for many years, and they basically agree that one of the core strengths of AC is that
it takes the game leisure experience to almost extreme new heights.
The ultimate pursuit of AC, in fact, is to start from the lowest level of human nature, to create a completely pressure-free "leisure world".
Most games want you to stay in the game as long as possible.
Free online games require players to spend more "online time" before getting you to pay more to recharge or watch more advertisements. Even for paid games, the development team is afraid that the content flow is so short that players scold the content for not being worth the ticket price.
But the core design philosophy of AC is that this is a game that you can put down at any time and come back at any time.
When you don't play, you won't forget it, so it doesn't want you to keep thinking about it.
When you come back to play it at any time, you feel in a good mood, do interesting things, and have positive feedback to have a full rest, relax, and have a pleasant experience.
What kind of experience does it look like?
A: vacation!
What AC offers you is a "virtual resort that can be accessed anytime, anywhere".
That's why ACNH chose the keyword "escape" when promoting it, because it provides you with "a service that can be freed from busy work and trivial life for a little while anytime, anywhere."
In the view of many players, ACNH has helped them realize a "simple, happy, carefree dream" and created a "paradise full of love and goodwill" for players.
It doesn't seem hard to think of actually?
In fact, for people in the game industry, this is contrary to common sense.
Why did I say that?
Because there has always been a default rule in the game industry, games must set clear goals for players.
Playing "Anipop", your goal is to eliminate the square and pass.
Playing "Arena of Valor" and "PUBG", Your goal is to beat other players to win.
Your goal in playing MMO, is to upgrade and get stronger.
Each game provides you with a clear goal, and the game will deliberately set up a series of obstacles to prevent you from achieving your goal so easily.
After you work hard to get through and achieve your goal, you will feel refreshed.
Most games also need to use this pressure and negative feedback to encourage players to buy paid props.
This is the general design rule of the entire game industry that has been unwritten for decades.
Therefore, in the view of game practitioners, this "design concept" of ACNH is contrary to common sense.
Without a clear goal, without a cycle of "stress, anxiety, and release", where does the game's essential fun come from?
Even for traditional gamers, this is counterintuitive.
Most gamers, who have played so many games designed according to traditional ideas, have already formed a habit. Every time they start any new game, they immediately see which is the highest level, what the ultimate goal (End Game) is, and how much they need to spend to get it done quickly. They always thinking, "can I get through the game before everyone else", or collect everything I can obtain?
To put it bluntly, they're already a little obsessive-compulsive.
As a result, we see that "many traditional gamers feel uncomfortable when playing ACNH."
Because they do not fully feel that "the original intention of ACNH designers is for you to relax", but think "the pace of this game is too slow" and do not know "what is the purpose of I playing this game?"
So, by adjusting the time, using the program bug, or speculation, spending real money to buy rare items and other "destructive play", they quickly opened up a limited main plot, quickly collected all kinds of items in the game, and built their own island extremely luxurious like a nouveau riche's.
But then what?
They suddenly feel empty and bored again. Many of them even start to re-signup for a new account and play slowly from scratch.
You can see by comparison: in real life, those unfettered, beautiful and leisure holiday islands are quietly waiting for us. We don't have to punch the clock in one by one.
Going to a particular resort is not your goal. "achieving real relaxation" is your ultimate goal, isn't it?
Such an abnormal design, ACNH not only came up with it, but actually did it, and it became popular.
Next, let me analyze in more detail, how exactly is ACNH designed?
What did it do right?
Whether there is some inspiration for other game developers and some places that can be used for reference in other industries.
What's so good about ACNH's game design?
Let's take a look at ACNH's game design first.
I extracted 3 things that ACNH did right from the game itself. They are:
The ingenious realization of the goal of internalization,
Highly playable parallel reality experience.
Circle-breaking influence.
First of all, since they want to pursue the ultimate leisure experience, it is necessary to let players have no pressure in the game.
As we said earlier, "as long as there are game goals and levels, then players are bound to be under pressure."
ACNH has made a pioneering innovation that can be groundbreaking in the history of games, which is "de-targeting".
As we introduced earlier, this game will not set any clear goals for you except for the basic operation guidance in the early stage. You can regard it as a "simulation business" which manage your own island; you can also use it as a "costume game" to collect clothes; you can also think of it as a "social game", chat with all kinds of small animals in the game, invite friends to visit the island, and cure your mood.
So if you ask the player, "what's so good about ACNH?
"the most answer they can give you is that escape -- escapes from the real world and enjoys the pure and simple pleasure of being free.
Have you found that, its players still have goals to play the game, but these goals are no longer "external goals imposed on you by the game", but "internal goals set by players themselves". What's the difference?
In many psychological studies, it be found that the internal goal has a more lasting driving force than the external goal, and you will get a stronger sense of satisfaction after achieving it.
Psychologist Maslow put forward a set of demand hierarchy theory, which divides human needs into "physiological", "safety", "belonging and love", "social needs" or "esteem", and "self-actualization" needs from low to high.
Reflected in Maslow's level of needs, the "inner goal" is the highest level of self-fulfillment needs, and this feedback is far more enjoyable and lasting than "accomplishing a task in other games."
But it's too hard to do this. What kind of world can you create to inspire players' inner goals?
To do this, ACNH not only removed the goal, but also de-digitizatied".
In ACNH, there are no various attribute values (strength, agility, quality) that are often used in RPG games;
Without equipment systems, or even no enemies at all, players no longer need to upgrade and fight monsters, and no longer need to enhance the intensity of their equipment and skills.
In this game, there is no difference in ability between "players who play crazily for more than ten hours a day" and "players who just go online to see the scenery every few days".
And they have no difference in the efficiency of obtaining resources.
We cut down the tree to get a plank of wood; knock on the stone to get a mine.
Besides, ACNH keeps negative feedback almost to a minimum.
Many people compare ACNH with other "traditional simulation games", which is a crucial difference.
You don't have to worry about your food and clothing like in The Sims.
You don't have to worry about "you don't follow the optimal routine, so you can't achieve the goal of the game for a long time" (like in some farm simulation games).
In ACNH, there is no "punishment for lack of resources".
Even if you need to spend money to repay the loan to upgrade your house, the loan has no maturity and no interest, and you don't have to worry about it if you don't pay it back. Even if you live in a small tent all the time, it basically doesn't affect your gaming experience.
Generally speaking, there is almost nothing to put you under pressure in this game world, and the biggest negative feedback may be to lose consciousness after being bitten by a wasp or spider, but then wake up at home with nothing to lose.
In this "completely stress-free world", it doesn't matter if you don't do anything, but ACNH wants "players to set their own internal goals" instead of "really doing nothing." So how do they do it?
The main change brought about by this is to change the player's focus completely. In terms of Maslow's level of demand theory, its game design helps you get rid of "the two main external sources of stress related to survival and security needs".
This leaves more energy for players to pursue higher-level internal goals (such as social needs, respect needs, self-fulfilling needs, etc.).
Because it is a paid game, there is no pressure to pay for the follow-up.
Many players who are used to buying paid props will feel at a loss when entering the ACNH world.
With regard to social needs and respect needs, both arise from "high-level internal needs between people". Katsuya Eguchi, the producer of ACNH, highlighted the word "social" when explaining his core concept of designing ACNH.
In this high-tech era, people live in large cities with high buildings and great population density. The physical distance between them is close, but there is a growing lack of face-to-face social scenes.
Young people are becoming less and less sociable, not because they do not have this need, but because they do not know how to socialize or be afraid of socializing;
The elderly's lives are also getting lonelier and lonelier. Many of them do not see their children all the year-round, even when they are eating at the same dinner table, everyone bows their heads and plays with their cell phones.
The game designer of ACNH actually wants to change this situation. He wants to use the game's design mechanism to help people learn to socialize, primarily face-to-face socializing.
Therefore, he has added many NPC characters to the game, but you should not interpret them as "ordinary game NPC characters".
ACNH spends a lot of energy trying to keep these characters as alive as possible. The AI algorithm supports the small animals' conversations, and they communicate with you with different lines every day, just like real people.
There are as many as 383 NPC in ACNH that can interact with you. Each NPC has its own character, behavior habits, mantra, NPC events, and utterly different performances according to the player's relationship with them, scene, time, interactive behavior, etc. These NPC will take the initiative to communicate with you, so that players are willing to engage in primary social activities with them.
Furthermore, the creators are conscientious to add a large number of emotional elements common to real human beings for these NPC people, prompting players to improve their sensibility and empathy in the process of social interaction with them in order to get along better with them, thus imperceptibly exercising the players' ability to deal with real people.
Of course, dealing with NPC is not enough, so this game designs many ways to interact with real players.
The game also skillfully gives full play to the very "Nintendo" traditional design:
multi-player local online function, promoting players to "real interaction offline face to face", making it more convenient to exchange resources and show off each other. Many designs are devised to make this kind of "cooperative play" greatly enhance the fun and provide a strong driving force for "people are willing to have more offline social interaction".
Before, I didn't understand why this game is so troublesome in real-life socialization. Why can't it be like other games that make it easy for people to see all other players on the Internet and make friends?
It was only later that I came to understand the creator's intention: in order to promote more "offline face-to-face communication", they may have deliberately sacrificed some of the "convenience of remote dating interaction".
If you think about it, if you get an online friendship that is too easy, naturally you don't know how to cherish it.
At this point, Nintendo designers' adherence really moves me to their core design ideas.
When it comes to the need for self-fulfillment at the highest level, ACNH also does an excellent job, providing a mighty UGC function (that is, the player's free creation function).
This gives players the freedom to use their imagination and creativity in the game, transform and decorate their own islands and decorate their own homes, and transform almost all the textures in the game.
This function fully liberates the "inner pursuit of beauty" and, through the previously mentioned social system, shows off to other players, enhances the pleasure of gaining respect, and forms a "positive cycle" between these needs.
Many experienced players criticized it: "those completely unlimited creative games, such as the classic Nonlinear gameplay, Minecraft, is not the best example of game UGC design?"
But here I would like to say: "rather than completely borderless freedom, freewheeling under the guidance of the game background is more suitable for the design of ACNH."
We must keep in mind that the core design philosophy of the ACNH game is "the ultimate leisure experience".
Like other UGC games, providing players with entirely unlimited creative design is not wholly appropriate for ACNH.
Many Nintendo games have UGC designs, such as "Super Mario Maker, but they will never forget "what is the core purpose of the game". They will never go too far to UGC for the sake of UGC and diluting the essential positioning of the game.
Therefore, in addition to insisting that all elements are related to leisure experience, it also strives for UGC operation convenience.
Even map editors and music editors, which may feel tired when you think about it, can be done directly in the game in a minimalist and easy-to-use way without intimidating people.
The game also provides you with various preset themes and backgrounds, a variety of pre-designed a large number of beautiful furniture, decorative scenery, greatly reducing the threshold for your creation.
ACNH tries its best not to put any designing pressure on you, allowing ordinary players who don't know how to use complex tools to release their creativity and easily gain a sense of achievement.