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Completionists and Wanderers

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There are a lot of ways players differ, but one frame I’ve been thinking about a lot is the spectrum from being what you might call a “completionist” to a “wanderer.”

Completionists are goal-focused. They want to understand a game’s rules, master its mechanics, and conquer its objectives. They don’t want to miss anything.

Wanderers prefer to explore and experiment. They like surprises and like to feel like a game’s world is organic and huge - perhaps bigger than can ever be fully understood.

Most players are somewhere in between. I personally am pretty far on the completionist side. While there certainly are games that can appeal to players regardless of their position on the spectrum, many design elements will hit players differently - the point where “good design” for wanderers can be “bad design” for completionists and vice versa.

For example, I’ve seen a lot of people complain about the fact that in open-world games in the Ubisoft formula, you end up with a huge checklist of map icons instead of a world to explore. These people tend to also celebrate the approach used by The Legend of Zelda: Breath of the Wild which doesn’t give you much in the way of automatic icons, instead tasking you with looking through binoculars and marking points of interest yourself. To wanderers, the latter feels more like actual exploring and is far more satisfying. To completionists, it can be nerve-wracking - it puts all the pressure on the player to notice and keep track of everything (I’ve even seen reviews suggest playing with a notebook and maintaining a to-do list) lest they miss something.

This can pose a challenge when designing games for large audiences and there aren’t always viable compromises. I find that what helps me a lot is having some kind of safety net: if there’s an unobtrusive checklist tucked away in a menu or something, such that I know I can always check in on it and be sure I’m not missing any objectives or sidequests, then the pressure is off and I can stop worrying and can actually enjoy exploring. But I’ve also seen people (who are presumably far on the “wanderer” side of the spectrum) complain that the mere presence of checklist features, even optionally, can ruin the feeling of free exploration.

One of the absolute best implementations of a completionist safety net I’ve ever seen comes from inFAMOUS 2. Both of the first two inFAMOUS games feature hundreds of collectible “blast shards” scattered across the games’ respective cities. Collecting them increases how much energy you can store, but you don’t need all of them in order to max out. But there is a trophy for finding them all. And unless you keep careful track as you play, if you find yourself with 349/350 shards in the endgame you have no recourse but to scour the entire city for that last damn shard. Not a big deal to wanderers, but potentially infuriating for completionists.

inFAMOUS 2 had a similar setup, but with a simple addition - a late-game optional upgrade that let your map radar always point you in the direction of the nearest shard. It’s such a minor change and it doesn’t disrupt the game’s balance, but it’s a lifesaver if you find yourself in the position of missing one or two shards at the end. Knowing this is there, you don’t have to worry about keeping track of the shards you do collect. You can just play the damn game.

And that, I think, is key to the difference between wanderers and completionists. To a wanderer, a completionist might seem like someone who should just relax and enjoy the game. But the completionist might be wishing they could do exactly that! They don’t choose to have anxiety about missing content. And a couple of simple accommodations can usually cut out that anxiety and let the completionist enjoy the game just as much as the wanderer.

Fickle Neighbors

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I appreciate the increased control Animal Crossing: New Horizons gives you over building placement - in New Leaf, I once had a new villager move in right in front of the plot I’d designated for the coffee house, nearly blocking the door, and it was frustrating that I couldn’t do anything about that.

But it seems bizarre to me the way the game still gives you almost no control about who moves out of your town. There are (largely-hidden) friendship levels with the villagers, but they don’t matter for this - periodically, a villager will ask you if they should move out, but which villager does so is random and cannot be influenced by the player.

In New Leaf, I consistently favored the villagers I liked and ignored the ones I didn’t, and the only villagers who ever suggested moving out were the ones I’d been favoring. Eventually, after a week or two away from the game I found that my favorite villager had moved away, and that’s when I stopped playing.

So far I’ve been playing New Horizons every day, so I don’t have a sense of how much of a risk this is here, but the first villager to ask about moving out was again my favorite one, which does not bode well.

It’s frustrating and I don’t understand it. It seems like it would only improve the simulation as well as the player’s enjoyment to let them influence who stays and who leaves. I’d like to be able to give presents to and do favors for particular villagers and then be reasonably confident I can safely put the game down for a while if I need to without losing my favorite neighbors. Surely it makes sense for villagers to want to stick around if they are good friends with the player?

Crafting a Regression

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Not long ago, I wrote that I hoped that Animal Crossing: New Horizons’s crafting mechanics might mean a less random progression in available furniture, and this has turned out to be only a little bit true. You quickly get access to a couple of basic furniture sets based on wood and iron but that’s as far as it goes before becoming random again - because the crafting recipes themselves are doled out mostly at random. So you still can’t really plan a particular aesthetic or take steps toward decorating your house that way.

Perhaps the most annoying example of this I’ve seen so far is the ironwood kitchenette. I’m decorating a kitchen now, I really want to use this particular piece of furniture, and I have the recipe for it. But I can’t make it because it requires two other pieces of ironwood furniture for which I don’t have the recipes - and I am far from being the only person in this situation. All we can do, apart from begging strangers on the internet for trades, is hope we randomly receive those other needed recipes.

I don’t know the reasoning behind this decision. This is now worse than the old random distribution - it’s random distribution with randomly distributed prerequisites. In the old games, I could at least just find a kitchenette without also first needing to find two other specific pieces of furniture before I could use it.

Dear Animal Crossing villagers,...

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Dear Animal Crossing villagers,

When I take the camera out, STAY WHERE YOU ARE. I want to take a picture of you being adorable because you are singing by the pond or sitting under a tree or resting on the hammock I put next to the bonfire. What I do not want is to spend a few seconds lining up the shot only for you to get up and walk behind a building. STOP DOING THAT.

Your pal,
The Resident Representative