
Suddenly, this slow, laid-back game turned a corner. Something happened to upset the trading economy almost immediately after the launch of “New Horizons.” Players found ways to make absurd amounts of bells via time traveling (manually setting your console’s time to trick the game’s internal date system), turnip trading and duplication glitches that could clone items. But then you don’t have an economy,” Gudmundsson said.īut Animal Crossing’s economy is not restricted at all - players can exchange currency (“bells”) or barter with furniture, but it’s all a free-form exchange with no oversight by Nintendo. “Most game economies are very restricted by design, because the designers do not want to lose control of the revenue stream, of the value stream, of the notion of what happens within the game. Utility or incentive, which for video games is usually the fun or gameplay itself.Scarcity - “not everything should be available to everybody at the same time,” otherwise there is no reason to trade.Trade or the ability to exchange items.Gudmundsson, the former in-house economist for MMO “EVE Online,” explained that there are three parts necessary for any economy, digital or otherwise, to function: This new network of trading changes the game from a random item dispenser into a full-blown economy, according to Eyjolfur “Eyjo” Gudmundsson, president of the University of Akureyri in Iceland. While trading existed in previous editions like “Animal Crossing: New Leaf,” it was not nearly as robust or popular. What throws off that balance is the huge growth in secondary markets and online resources because of the influx of new players. Nick Ransbottom has played Animal Crossing since its GameCube days (in North America, the first game in the franchise was released in 2002) and likens it to a “meditative experience” that lets “you make your own fun.” But these tools feed back into the same issues and even come with their own risks - among them, upsetting the game’s intended natural balance.įor longtime fans of the franchise, that relaxed nature is part of the appeal. Others have made creative new tools to help with earning money and to ease in-game commerce. The influx of players has led to a massive trading system and, inadvertently, inflation. So what happens when gamers focused on efficiency collide with a system that isn’t designed for them? For Animal Crossing, it means a shift from a take-life-as-it-comes paradise into a competitive economy. Now, they’ve become a dominant part of the audience, finding loopholes or strategies to get rich fast. Yet the game’s community became obsessed with optimization, in the process exploiting features meant to encourage day-by-day progress. “I joked when I first got the game that it was literally the only thing giving me structure in my life.”īut this influx of new users produced an unexpected evolution, recalibrating the game’s serene speed to a fast-paced hustle one player compared to Wall Street.Īnimal Crossing isn’t designed for such gameplay - in fact, it purposefully slows players down by design. “People are using this as a sort of escape,” Wolf said.
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With hours of extra time on their hands because of social distancing and quarantine, new players to Nintendo’s “Animal Crossing: New Horizons” like Ash Wolf, also known on Twitter as Ninji, have been drawn to the slow, laid-back life simulator that allows them to build idyllic islands, decorate their homes, visit friends and more.
