Day 10 - AC Conclusion
Animal Crossing is "the real life game that's happening every second of every day, whether you're there or not." The basic premise of the game is that you are a human with the desire to move out on your own, and so you decide to move into a town inhabited by only animals. During the game, your objectives include expanding your home, helping the animals in the town, collecting furniture and other things for your home, and filling the museum with objects and animals. None of this is mandatory, there is no final goal in the game, and it is much like the Sims genre of games. What is interesting about the game is the intersections of the real world and simulation and the effects that preprogrammed ideals have on your gaming. Animal Crossing is a hyperreal simulation where utopian fantasies can be played out within the limits of a programmed space. This space causes these fantasies to fail when observed closely as Ryan and Sara have done for the past nine days.
Since the game runs on real-time, for example, when it is night in the real world, it is night in the game; one has to play the game at various points in the day in order to obtain certain items and perform certain duties. For example, the store in the game, Nook's Cranny, is only open at certain times of the day. If you're planning to play at two a.m., then you are out of luck for shopping. Fishing also becomes a main source of income, and certain more valuable fish can only be caught at certain times of the day, or under certain weather conditions. The Coelacanth, which is a “living fossil” can only be caught at times when it is raining. This immersive aspect of the game relies heavily on this. Without time traveling (chinging the time in the game to better suit what time you are playing in actual time and is considered cheating among many players), a player has to carve time out of their real-life schedule in order to gain certain important items.
In order to further simulate real life, Animal Crossing's activities within the game are similar to those in real-life. Ryan noted this in a post:
“Animal Crossing is a lot like life (or at least my life) in a lot of ways. I run around and do things that are pretty fun sometimes. I talk to my friends, I mess around in my house, and I have fun. But when it comes down to it, a lot of what I do in Animal Crossing is what I don't like to do in real life. I go to "work" to make money, I go to the store to buy stuff I won't care about for very long, and then I quit. I stop play, I go to sleep, I do something else. Here is where it begins to be a little different from real life. In Animal Crossing, I can always just turn it off and everything will be just fine when I get back to it. I don't have to make money if I do not want to. I don't have to have a big house, or neat stuff. But in real life, for whatever reason, these are the things I want, and essentially what we all want.
“Everyday, we all go to our jobs and make money to buy the same stupid crap. When we get home, we sort of use said crap, but then go to bed. We don't need any of this stuff, but we do it anyway. I go to school, so I can get a job, so I can make money, so I can buy shit that I don't need. I know it sounds a lot like Fight Club or Trainspotting or something, but it seems to be pretty true. To me at least.”
Your character on the other hand sometimes is not like a real human. If you run around in the rain, you will never get sick as one might would in the real world. The only harm your character can come into is being stung by bees that might come out of a tree when you are looking for some extra bells (the currency of the game). You also cannot physically harm the animals in the game. If you were to use your axe on a character and stab them in the back, the only result is the character being annoyed with you – not bleeding profusely as one would in the real world.
Also absent in the game are the working behind, built-in aspects of the game. For example, there is a dump in the game where you can put goods you do not want anymore, such as boots you catch while fishing or letters you do not need any longer. The trash magically disappears at six a.m. every morning, but there is no trashman, or even a trash truck that comes by to pick it up. Characters claim to workout or have significant others; however, you never see them acting out these comments. Characters may also state that it is going to rain tomorrow, or tell you the chance of rain which has no bearing on whether or not it will rain in your town. The time aspect of the game also gets a little confusing:
“I wonder what sort of rationale they used for timing things in the game. A tree takes days to grow, trash disappears in a day, your house gets a radical expansion overnight. It seems that bothersome things take less times and highly anticipated things like a tree blossoming take longer. Perhaps that's what keeps us hooked to the game: the things we really want to see happen just take longer.”
The museum in your town serves as an archive of the rare and common objects in your town. It has four departments: paintings, fossils, bugs, and fish. Only inhabits of that town may donated, and additionally, only actual real players of the game may donate. For example, Ryan attempted to donate a seabass in Sara's town, but the museum curator Blathers wouldn't allow him to donate. Sara noted:
“Why even have a museum? This is a video game, not real life where things will actually become extinct.
“This reminds me of Umberto Eco's concept of the hyperreal. It seems that AC tries so hard at creating an environment that feels like the real world that it even must have a simulated past. Much like how such a young country like America feels the need to preserve something in order to make it look older than it actually is, you town in Animal Crossing is trying to establish a history or archive of its contents. While the museum is not extreme simulations of Disneyland or the enchanted castles Eco writes about, it is a museum in a simulated world. It archives in order to make this world more real. When one has a place to go to see the fish he/she caught 3 months ago, it recreates the sense of time one has spent playing the game. By even digging up fossils or catching a living one (the coelanceath) a longer history is written in the game, making us believe that this virtual landscape has lasted millions of years, when in all actuality it doesn't exist at all.”
It seems that the museum serves two purposes: 1) to archive your progress in the game and 2) to create the sense that the town you live in has a history. It fails in achieving the second goal because the museum is empty when you start playing the game. Also other inhabitants of your town that are not characters for real-life players (the animals, or non-playable characters – NPCs) cannot donate to the museum.
Animal Crossing is rated 'E' for everyone by the Entertainment Software Ratings Board meaning that it is applicable for all people of ages and backgrounds to play. Many people recommend it highly for children to play (see Mike Snider's article in USA Today: http://search.epnet.com/login.aspx?direct=true&db=aph&an=J0E022293035102), and the game is nonviolent (i.e. you can use your axe on an NPC and they do not die). Also the game makes an attempt at teaching environmental ethic. Sometimes while fishing players will catch a boot, which must sit in their inventory until they throw it away in the dump or give it to Nook to handle. Players also cannot throw away their letters just anywhere, and they must throw them away at their mailbox or at the dump. Littering just simply isn't allowed. One may leave objects on the ground, but they will eventually show up in the lost and found in the police station to be claimed later. Also, the police station serves only as a source of information and as a lost and found. There are no crimes in Animal Crossing, and you will be hard pressed to find a way to steal items from other characters.
A train also runs through your town and serves as the mode of transportation to get from town to town if you decide to hook up with another player. However, no pollution is present in the town. You are also encouraged to plant trees and flowers in order to make your town perfect. Ironically after your town is perfect, you receive a golden axe, which will never break. This means you can cut down trees till the cows come home, and you will still have your axe which only encourages you to cut them.
“When I get that axe, all those trees are coming down. All they do is get in the freaking way. Just like in real life,” Ryan said showing that Animal Crossing's utopian ideals do not translate to real life.
Nature Day, celebrated during Ryan and Sara's gaming time, makes an attempt at teaching environmental ethic but only lead to commerce:
“As far as nature day goes, I found an interesting post on the Animal Crossing Community about nature day it really is a boring holiday. From playing the game previously I know some holidays have mass gathering and events, or everyone gathers near the town fountain. Why not on this day? Certainly this is saying something about the value of the environment. Does it not deserve a holiday to enjoy how great nature is? The game makes small attempts to shove some environmental ethic down our throats by not letting us throw our boots that we catch just anywhere and we can't throw away letters just in any place. However, nature day just turns out to be another opportunity to get some cool junk for your house.”
Ryan responded by saying “In closing, no one cares about Nature Day because it is stupid. As soon as I start getting presents and/or candy on a Nature Day, then I do not care. Nature is stupid anyway. Furniture is the way of the future.”
Nature Day is the perfect example of the intersections of nature and commerce in the game. Nature becomes your source of income, and you must “exploit” it in order to succeed in the game. In reality fishing everyday would eventually depopulate a body of water of its inhabitants. In Animal Crossing, you can fish all day, sell the fish, and come back for more and the fish will never, ever, ever run out. This leads to an endless circle of using nature in order to spur commerce. Nature only lashes out your attempts to draw income from it when you shake trees which sometimes give you a sack of bells. Other times bees will come out and sting you, perhaps representing nature's wrath at your greed. However, no real negative effect occurs except your face looks really ugly and people make fun of you.
Essentially, you are allowed to do what you want, for however long you want without negative consequences. This is where the game fails in preaching its environmental ethic. The main lesson players learn is the way to make bells fast is to utilize nature, which is portrayed as an abundant resource. This is a bit of backwards thinking as the game tries to portray a real world, but in the real world, nature is not ever renewable at all.
In conclusion, Animal Crossing has its limits because it is a virtual space that is preprogrammed and cannot adapt to user interaction such as overfishing. The real-time aspect of the game helps hide these unreal aspects and still allows player to live out the utopian fantasy of living among animals in peaceful harmonious environment.
However, this is a game, and it is still fun.