Playing my own video game

Animal Crossing New Leaf - played on my 3DS XL

  • What is the narrative style of the game? (non/linear? Equilibrium? Disruptions?)
This game doesn't really have a 'narration style' or a plot. You are left to your own devices. Characters such as Tom Nook and Isabelle do give you minor tasks which help to develop your game (from time to time), but there is no overall huge impact of these.
  • What genre (s) can you identify? (paradigms, iconography, hybridity etc.)
According to the internet, Animal Crossing is an 'Education Simulation'. I would also argue it is a life simulator game, as it shares multiple similarities with games such as The Sims, where you control your avatar and build the world up around you. But unlike a life-simulation game, this is not realistic as you cannot die. You can, however, have relationships with characters. For example, if you are very close friends with a character, they can offer you a portrait. I have Vesta's portrait and Bill's portrait in my inventory.

Nintendo have dubbed this game a "communication game", it could also be viewed as a role-playing game.
  • How are we as an audience interacting with the game?
The goal of this game, is to shape your town into something you would like it to be, whilst also pleasing the citizens who live there. In order to interact with this game, the audience will need to think about what they'd like to create, and collect items (such as fruits, furniture etc), complete quests and mini-games, in exchange for the currency - 'bells'. Once you have enough bells, you can fund your own Public Work Projects, which allows you to add multiple things to your game. In my game I have; a fountain, a bench, a lamp-post, a garden space, a wooden-suspension bridge and I am currently building a police station.

Beyond building your town by adding features using bells directly, you can also pay 20,000 bells to input ordinances. I have the beautiful town ordinance, which makes more flowers and wildlife spawn. This allows me to interact with the game, as I can tailor it to my preferences and aesthetic. With this wildlife, I can collect it and place it in my town museum, again allowing me to interact and build the environment around me.

Similarly, spending money in shops helps them to upgrade. I can spend more money in the department store, which makes it bigger and expandable. So far, on my main-street I have: Hairdressers, grocery store, nightclub, hat/accessories store, clothes shop, shoe shop, house shop and a museum. Again, I interact with the game by spending money, which allows for these upgrades.
  • Does the game appeal to a mainstream or a niche audience? How?
I would argue this game does appeal to a mainstream audience, as it is incredibly popular nowadays. Particularly on social media such as twitter and youtube, many content creators like to share their towns and visit each other's. This wide demonstration of popularity, shows that this game does appeal to a mainstream audience. 

I have watched multiple fans discuss their views on games and characters, who have been of all genders and ages! Even grandparents play this game!

I think it is appealing to a mass audience because it's easy to play and does not require a lot of skill or concentration. It is quite relaxing and well-established, so the audience are guaranteed to receive high-quality upon purchase. As an audience, they are reducing risk, as they know:
- It will not be too challenging for me.
- It will have high quality graphics
- Will be somewhat entertaining.

If I had to say specifically, I would argue Animal Crossing appeals (mostly) to:
  • A female audience; as stereotypically men would be viewed as playing shooting games/games that require a lot of skill. The colours and aesthetics similarly are tailored towards a female audience.
  • A younger audience with a small target towards senior citizens. This game has no swearing, no violence, which is suitable for a younger audience. It's not complex, so it is easy to play for older people and younger people alike.
  • What is the preferred reading of the game? 
That you can be creative and make what you want, in order to be happy. People around you will respect and praise your choices as a creator, because anything you make is wonderful.


There are some other theories I've heard before, from when I was quite involved in the fandom. These might not be 100% correct, but these are some oppositional readings:

  1. It's not a 'happy game'. You are actually dead, and living in a purgatory state, before you enter heaven. Now, many people regard purgatory as a place of punishment, but many others understand it as a sort of "waiting room" a soul stays in before entering Heaven. Fans have anchored this theory, by suggesting the reason the town is full of cute animals, is because they are there to comfort the player who is moving between life and death. They also suggest the reason you can never leave your town, is because you cannot come back to life. The letters which are 'sent' to you from your mother and father in the game, are actually notes left on your grave.
  2. I also read one theory which compared this game to Animal Farm, saying 'Some animals are more equal than others'. Having read the book and played the game, I really don't see any similarities whatsoever.

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