It is not controversial to say that Animal crossing is one of the most introduced life simulation franchise of all time and inspires a number of competitors, including very successful games such as Stardew Valley and Disney Dreamlight Valley. But despite countless copycats and spiritual successors, Animal crossing remains firmly planted in its own league, and it does not look like the crown will be nabbas soon.
A large part of this is the distinctive choice of franchise, one of the more important is its isometric perspective, which has remained unchanged even when the industry trends away from the presentation style. The above mentioned Disney Dreamlight Valley is a strong example of what Animal crossing Formula can achieve through a more modern third person POV, which allows for more engrossing games. At the same time, Animal crossingIsometric style is an increasingly important part of its identity; it simply wouldn't be Animal crossing Without it. Still, perhaps the franchise could benefit from a certain major experiment in this regard, and it is worth exploring exactly what such an experiment can look like.

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As it stands, Animal crossingUnmaturable visual taste is atmospheric of a set of thumbnails: Players look down on a simple, dense landscape with many models and doll -like creatures, all of which can be manipulated in different ways. But this design philosophy comes to the expense of both immersion and synflexibility, whose latter is a particularly significant issue given Animal crossingFocus on adaptation and home construction.
Consider a game that MinecraftWhose third and first personal perspective options allow players to explore their creations completely in an intuitive way. Once a structure has been built, Minecraft Players can navigate in it as a 3D space in any other game, which can feel extremely rewarding, especially after hours of hard, careful work; The alternative to exploring these customized creations in such a way puts, completely literally, a new dimension to the player's relationship with their game. For many, the choice to have a camera behind the shoulder or first person's camera may be far towards making a game world feel more concrete and engrossing, so to inject the future Animal crossing Games with this design choice can be advantageous in these vectors.
New Bethesda game, namely Fallout 4 and Star fieldAlso exemplifies the benefits of more traditional, non-Isometric perspectives in relation to base building and personalization.
A third personal perspective can dilute Animal Crossing's identity
Animal crossingThe “miniature” style may not be for everyone's taste, but it is an important important part of the franchise's heritage and aesthetics. The feeling of playing with dolls from a bird-eye view is a large part of what does Animal crossing So lasting, delightful and lovely. To undermine this stylistic approach with a more modern third personal camera can make for greater immersion, but perhaps in-depth-as most players represent it, at least not what Animal crossing Must remain good. Perhaps the feeling of picturesque is caused by the isometric perspective is not a problem to fix, but an incomprehensible element in Animal crossing experience.
Animal crossing Would certainly be more like other so -called “cozy” games if it would adopt a third personal perspective, but it may not be good. Players are coming Animal crossing Because they are convinced that it will provide an experience like other cozy life swims, of which there are countless ones, simply cannot match; while Animal crossingSOP-Down perspective is hardly its most important long-standing function, it is still a critical, and a lynchpin that keeps the series' unique aesthetics together. Removing it can lead to its broader identity falling apart in the long term.