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Would streamlining Animal Crossing diminish its charm? [roundtable]
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First things first, I'm loving the new Animal Crossing. If it weren't for the NES games in the Gamecube version, it'd be the Best version yet, easy. Tons of things to do (and buy), tons of details, tons of charm, all of that good stuff. (Today, I learned that you can sit on tree stumps!) But, MAN, that interface. It's so freaking clunky! Why?! I mean, the improvements that they can make are SO obvious. Like, do you really have to CHOOSE the fossils that you want examined? What good are unexamined fossils?! Hey, why not just automatically have them examined when you walk into the museum? Why not automatically place coins into your wallet? Why not automatically try on clothes when you're looking at them? Y'know how people talk to you every single time you walk into their fricking shop? Why the hell do you have to click a button to advance their dialogue? Why can't they just talk while you walk? Say, why can't you assign quick-select for tools to up and down on the D-Pad, like in Zelda? Or maybe have context-sensitive switching for certain actions. Nobody wants to hit a rock with a bug net! Most importantly, we have TWO SCREENS. WHY CAN'T WE MOVE STUFF AROUND IN OUR INVENTORY WHILE WE'RE WALKING?! WHAT THE FUCKKKKK. Those are just, like, a FRACTION of the changes that I would make to the Animal Crossing interface. The funny thing is that Nintendo is usually great about stuff like this (aside from their tendency towards overexplanation). The only reason that I can think of for Animal Crossing still being this clunky is that they believe that the clunk adds to the charm, maybe? Or maybe they want to make the daily content last a bit longer? But even then, they streamline it a little bit more with each entry... I dunno, what do you guys think? Is Animal Crossing a clunktastrophe? Or is it clunklicious? Might it infect other Nintendo franchises? Could it be clunktagious? Once again, though... fantastic entry.URL to share (right click and copy)
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10/05/13, 05:36 Edited: 10/05/13, 07:02
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The AC series is suffering the way WoW is. There are the dedicated, first-in-line, first-to-pay gamers that finish 100 hours of new content in a week, get bored, and start complaining that there's nothing more to do. The rest of the players want to take their time, savour every morsel of the content, but now there's just too much on their plates and it's overwhelming, and they need a more streamlined interface to get through it all, But if they streamline it, then the dedicated players will get through it even more quickly, and the devs will have to spend more on content for their first-in-line players, which sounds like it wouldn't be a bad thing, except that they can still only charge the industry-standard price. But then the rest of the players will need even more streamlining, such as removing walking altogether and just painting the town in trees and flowers instead of going around planting and watering them for days.
I'm not saying the series couldn't stand a bit of streamlining, NPCs should remember the things they've said to you (or you've said to them) and shouldn't have to repeat them within, say, a week of inactive play, for example, but for everything that DOES take real-world time ie: trying on clothes, caring for plants, interacting with your favourite NPCs, it should take some small amount of game time as well, rather than having the game just turn into a visual novel where you can just hold the R button and have the dialogue rush-through to the next decision with a series of high-pitched beeps. |
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Jargon said:One thing that annoys me though is when I'm bringing a lost item around to see whose it is, I have to select it from my inventory even when I only have one lost item that it could possibly be. Yeah, that's definitely on the list of things that I didn't mention. DrFinkelstein said:I think some of the tedium that Vicki mentions should be removed but not all. I understand throttling the level in which you get items and shake trees. I don't mind putting money from a tree into my account personally. But say, if it's going to alert you of a conflict where there isn't any room, it takes you first to a dialogue where you can choose to swap or drop. Why not open my window instantly to allow for a swap, but have a drop button so I can still drop it in one go. This way I have access to both options immediately and do not have to go through another animation of them trying to put items in their pockets. Another thing, if I'm on the swap screen, why can't I combine coins and fruit and shit? Why is that functionality suddenly non-functional? WHY? @anon_mastermindI just discovered dressers. Pretty handy! But, yeah, a bag of infinite holding would be a pretty kickass high-level item. @Mop it upYeah, I was thinking that quick taps of Up and Down could be mapped to two often-used tools. The tool belt is a good idea, too. |
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