As a man, I really didn’t expect that I would be addicted to "Collection!" Animal Crossing Club.
Speaking of the most popular game recently, it must be "Collection!" "Animal Crossing Club", many of my friends have bought switch for this game. I haven't seen a game with such a hot discussion for a long time. Especially some female players who cannot play "The Legend of Zelda" have found a game that they can be addicted to.
"Animal Crossing Club" summarizes the game style, the interface is simple, and there is no difficulty at all. In addition, there are cute animals and items to collect, and there is no competition or fighting in the game. The core of the game is to encourage players to interact and share. Combining so many elements is destined to be a popular game for the whole country.
And in "Animal Crossing", the most distinctive thing should be to simulate real time. The day and night in the game are carried out according to real time, and special events will be held on special days, and everything can correspond to reality. For example, Easter eggs will appear before April 12. For example, when players visit other uninhabited islands, if they encounter their favorite small animals, they can send an invitation to join. They will not move here immediately, but will not move here until the next day.
The real "time limit" of "Animal Crossing" is a psychological game
Because it imitates the real time, "Animal Crossing" has a real world, and players know what they should do without learning. After the sun rises, spend the morning with the island's residents, and after dinner, you can watch the stars with friends on the island. Everything can be played in real world time.
However, not every player likes this limitation, so a group of players have modified the Switch system time to play at the time they want, and even used this method to speed up the game progress so that friends who like can move to the island to live immediately. These players call themselves "time travelers".
The existence of the players of "Time Traveler" is actually a conflict between the rules of the game and the needs of the player. I have clearly completed everything I need for the task, why do I have to wait until tomorrow like the real world before I can get the reward I need? I think the real time setting of "Animal Crossing" is as follows:
1. The real time setting makes the business gameplay more realistic and helps players identify with the game world.
2. Things that are exchanged for waiting are often more precious.
3. Using the gap between time waiting, the concentrated game content can be dispersed to increase the game life.
. In terms of game design, the three points mentioned above are all very wise decisions, but what we want to discuss is another question, a game psychology that is easily overlooked, why can the things you buy in the game be available the next day? In fact, this is a hidden psychological game.
The result of psychological game is: make you have expectations for tomorrow, and you will continue to play the game the next day.
There is a time sticky mechanics in the game design, which is how to keep players from playing continuously and prevent players from losing. The answer is to let players who are playing continue to play and let players who leave come back to play. We all know that many mobile games have a "physical system", which means that players can only play games with limited physical strength. After using up physical strength, they have to wait for a while before they can continue playing. The advantage of this design is that when players think of the game, they will feel that the physical strength slot is full, and it is a waste not to play and leave it alone, so they will naturally want to open the game and use up their physical strength. The setting of
"physical system" seems to be to force players to spend money, but in fact, the game manufacturers will encourage players to play for a long time. If they spend all the energy of the game at once, it will be difficult to ensure the number of players online, which will shorten the life of the game. This is a psychological game between game manufacturers and players, and in the final analysis, it is to retain players.
also reflects this kind of psychological game in "Animal Crossing". If you want something, no matter how hard you work to do the task, what is waiting for you will only see the results tomorrow. For example, the house will be built the next day, the express delivery will be received the next day, and good friends will only move in the next day. These time limits are precisely the core advantages of "Animal Crossing".
loses the time limit, "Animal Crossing" will not be so fun
We can assume this situation. When "Animal Crossing" cancels all time and resource restrictions, no matter whether you want any items, or want to upgrade your house, or want cute animal villagers to move to live together, as long as you complete a certain task, you can get what you want immediately.
So what will "Animal Crossing" become? It is no longer a business game, but a construction game. We can build islands according to our own ideas. Perseverance players can complete the construction of their dream islands in three days, whether it is a slate trail or a cactus garden. Does this sound beautiful?
If "Animal Crossing" really becomes like this, to be honest, I think most people will not be more than three days of popularity.
If you are the first players to buy "Animal Crossing", you may be attracted by cute animals, but it is not enough to make you addicted to it. Most players want real life business experience, not an island template with everything. Players prefer to use their abilities to create houses and furniture and invite animal neighbors to live in person, rather than selecting on the menu whether to place them on the island.
For games like "Animal Crossing", to gain a sense of accomplishment, you must add resource restrictions and time restrictions. These restrictions are not obtained through liver games, but are from scratch to slowly create an island life experience. When one day you no longer like this game, but recall every bit of it built by yourself, I believe you will still choose to experience the island life again.
In addition, this game also matches time limits and stories, making players feel that this setting is reasonable. I will give the following game dialogue cases.
Question: Why can you get the "Mileage Travel Voucher" immediately when you buy a "Mileage Travel Voucher" on the raccoon machine, but you will only get it the next day?
Because the raccoon machine is a machine, just like FamiPort and ibon, it can print travel vouchers instantly for you, but the things can only be ordered and delivered to your home the next day.
Question.: Why do I invite small animals to live on the island on the outer island? They will all arrive the next day?
How rude are you? I think people call you right away?
Question.: Why can’t the house I applied for renovation be renovated immediately, and have to wait until tomorrow?
... This is the house, not instant noodles.
"Animal Crossing Club" can explain the time limit so reasonably, it will not cause all kinds of dissatisfaction among players, but will feel that it is closer to life.
I hope players will have expectations for tomorrow
Because of the time limit, tomorrow in "Animal Crossing" is very charming, and many things are "tomorrow". As long as you log in to the game again the next day, you can get the rewards you are looking forward to, which makes players look forward to tomorrow.
"Animal Crossing Club" makes players look forward to how much tomorrow
"Animal Crossing Club" has a very smart design, which is to set "tomorrow" at five o'clock in the morning. During this period, all resources will be refreshed, the goods ordered on the first day will be delivered, and the houses rebuilt on the first day will be completed. At five o'clock in the morning, you can also let early office workers take a look before going out.
"Time Limit" is that "Animal Crossing" is a psychological game. On the surface, the game design seems reasonable, but in fact it is all about secretly grasping the psychological settings of the players. While we are addicted to the fun of the game, we must thank the game designers for the game experience we bring to us.