Animal Crossing is now Lillian's favorite game by miles. All the fun of running around picking up things in forests from Zelda, none of the scary goblins, and very forgiving of players basically new to video games. (Limited simultaneous input manipulation required, etc.)
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Also it appears I'm going to be having the mortgage discussion with my children much, much earlier than I expected to have it, which is kinda on brand for me. No word yet on whether the mortgages are securitized or what Nook Inc's capital structure is like. A pity.
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"Interest-free mortgages are totally unrealistic." I mean, cross-subsidization makes the world go round in financial services. There's a spreadsheet that could totally justify this, at least in a hypothetical world where the unit economics on staffing this island made any sense.
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I wonder whether people's enjoyment of this game depends on whether you see the raccoons as rapacious landlords exploiting the players' labor or as gentlemen of poorly-explained means who enjoy subsidizing wilderness-themed island adventures as a way of giving back to community.
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On a less joking level, isn't it just a brilliant game design to invert the standard "Accumulate X resources to unlock Y content" progression treadmill? "Here's Y. You now owe us X resources. If you pay off this Y, which you'll feel invested in, more gifts more loans!"
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That might be the most brilliant game design decision since WoW replaced their fatigue meter (50% penalty to XP gain after you play for a while) with the rested meter (100% bonus to XP gain for a limited time after you play for a while; double all XP costs).
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*gain for a limited time, resets after you *don't* play for a while Anyhow: same mechanic, different framing, *entirely different* player response due to psychology. "Rest doesn't punish hardcore people for playing like fatigue did, it's just giving casuals a bit of a boost!"
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