I have always been a fan of the Animal Crossing franchise, but my appreciation for one specific feature has significantly increased over time. Initially, I perceived this element as a hindrance, feeling limited by the constraints it imposed on my gameplay. However, I have come to understand that not only does Animal Crossing thrive because of this feature, but many other games could also gain substantial benefits from incorporating similar mechanics.
My journey with Animal Crossing began on the GameCube, which was one of my first encounters with a video game that lacked a definitive end-goal. Before this, I had played the original Harvest Moon: A Wonderful Life, which, despite its open-ended nature, still provided a clear objective through farming activities. In contrast, I found it challenging to navigate a game like Animal Crossing, where I was free to explore without facing any immediate consequences. This initial confusion regarding how to unwind and engage with a video game contributed to my misunderstanding of one of its fundamental mechanics.
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Initially, I found the fact that Animal Crossing operates on real-world time to be quite frustrating. I disliked the waiting period required to harvest fruit once a day, and when the in-game shops closed, it often felt like I had exhausted my options for activities. Over time, however, as I’ve delved deeper into the cozy gaming genre, I have grown to appreciate how Animal Crossing utilizes its time mechanics to enhance gameplay.
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Animal Crossing‘s intentionally slow pace contributes significantly to its relaxing atmosphere. With a myriad of activities available in Animal Crossing, few engage players in a high-pressure manner. Some days I dedicate hours to fishing or home decorating, while on others, I might simply collect my fruit, visit the shop, and log off. Initially, I viewed Animal Crossing‘s lack of urgency as a drawback, but I’ve come to recognize it as a powerful tool for promoting mindfulness during gameplay.
Often, I find myself treating enjoyable activities, like playing video games, as if they are essential tasks that must be completed. In Animal Crossing, I cannot rush through days to expedite home improvements or reach my favorite seasonal celebrations. This encourages me to genuinely savor my time within the game each day, which is a luxury I rarely experience in other cozy games that do not impose such time constraints.
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It’s not that I dislike other cozy games; my nearly 200 hours spent in Stardew Valley proves that point. However, I often discover that I inadvertently diminish the cozy experience by approaching these games with the wrong mindset. Frequently, I exploit the ability to fast-forward time in these titles to maximize my gameplay efficiency. Although this strategy may yield gameplay benefits, the concepts of relaxation and optimization rarely coexist harmoniously.
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In games like Stardew Valley or Harvest Moon, where time continually progresses, I often feel an overwhelming pressure to accomplish as much as possible within each in-game day. While neither title penalizes players for procrastinating, the incessant ticking clock compels me to beat the clock. I frequently find myself meticulously planning my daily tasks, racing across the map to ensure I complete everything I intend to do before collapsing into bed at the end of the day, only to repeat the cycle the next day.
What complicates matters further is when I reach a stage in these games where many of my tasks become automated. I notice that I start going to bed earlier and earlier. For instance, in Stardew Valley, once my crops are watered automatically and my greenhouse is packed with Ancient Fruit that only requires harvesting every week, I find myself retreating to bed much earlier during the winter months. This pattern is less about coziness and more reflective of my seasonal depression in real life.
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If I had an entire day in games like Stardew Valley to accomplish my goals, and I knew I couldn’t do anything to expedite the process, I believe I wouldn’t end up optimizing the relaxation out of what is intended to be enjoyable. In fact, I think many games outside the cozy genre could find unique ways to enhance gameplay by imposing daily limits on player accomplishments. While not every genre would benefit from such limitations, I can certainly think of several that might.
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I believe many games with life simulation elements, even those with additional genres, could benefit significantly from implementing restrictions on specific daily activities. A prime example would be Atlus RPGs like Persona or Metaphor: ReFantazio. Much like Stardew Valley, I often find myself rapidly skipping through many days in Persona‘s in-game calendar, which hinders my ability to fully appreciate the offerings of each day.
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Fire Emblem: Three Houses is another title where I found myself rushing through the gameplay, missing out on fully enjoying the life simulation aspects. Typically, I relish life simulation games, and the opportunity to connect with companions is one of my favorite elements within RPGs. However, the presence of a calendar system that allows me to fast-forward time often prevents me from relishing the more leisurely aspects of gameplay.
While I am uncertain if these specific titles would benefit from adopting Animal Crossing‘s calendar structure—stretching a Persona game over a real-life year might be excessively slow—I can envision a hybrid approach that merges the two styles. A game that sets overarching objectives while simultaneously limiting daily progress based on real-world time could strike a balance between relaxation and excitement. Such a design could be particularly advantageous for players like me who require a gentle nudge to slow down and enjoy the experience.