Boccages
Senior Member
We were talking about how ridiculous it is for villagers to just pack their whole house and move out in New Leaf. I wouldn't be surprised if it stayed the same in New Horizons with the added bonus of villagers asking you where they can set up their tent at first. So this idea is not for Animal Crossing: New Horizons, but for later games.
The whole moving in and out process could be expanded upon, and "gameified". Here is the idea.
Lyle and Lottie are the new Nook Inc. real estate agents on your deserted island. If the first two villagers moving in set up a tent (after asking your opinion on the matter), subsequent villagers will not arrive to your island unless they have a house to move into. After all, it's not all the villagers that are into the deserted island package Nook Inc. is selling.
So you would first have to buy a parcel of land from Lyle, gather some materials to start the construction and pay a fee to get the house erected. Then, the magic start to happen.
That way, the moving and out process would be a lot more meaningful to the player. It would involve him at every step of the way if that's what the player wants. And if the player doesn't really want the visiting animal to move in, he could just ignore him or her decreasing the possibility that the villager will chose to buy the house. If the player choses to ignore the process, the relationship with that animal would be aloof at first. The animal would then be more prone to moving out of town.
The number of animal villagers staying in your town would then be related to the number of empty houses you chose to build on the island (there would still be a hard cap, though).
Animal Crossing fans are asking for more complex relationships and interactions with vilagers. They also want more of a decisive impact on the layout of their island. Kill two birds with one stone. What do you guys think ?
The whole moving in and out process could be expanded upon, and "gameified". Here is the idea.
Lyle and Lottie are the new Nook Inc. real estate agents on your deserted island. If the first two villagers moving in set up a tent (after asking your opinion on the matter), subsequent villagers will not arrive to your island unless they have a house to move into. After all, it's not all the villagers that are into the deserted island package Nook Inc. is selling.
So you would first have to buy a parcel of land from Lyle, gather some materials to start the construction and pay a fee to get the house erected. Then, the magic start to happen.
- Once every 4 or 5 days, a random villager lands on the island (using Dodo airline) at a random hour between 8 and 18 o'clock. He's here to visit the empty house. While he's inspecting it (it's taking most of the day and Lottie follows him around as the real estate agent), you can entice him to buy the house by being amicable, bringing a complimentary basket of fruit, for example. At the end of the day, the animal will use Dodo airline to fly away, saying he's going to think about it.
- Then 2 days later, if the animal villager decided to buy the house, there will be an announcement on the town's board. If not, Lottie could just send you a letter telling you the animal did not chose to purchase it. The odds of him/her purchasing were increased if you were amicable to them.
- On the day after the announcement, the villager that chose to buy the house is back in town with house painter overalls and a white cap: he's here to turn his house into the house he really wants. He also brought in a few boxes. You can then help him paint his walls or rip off the old floor. Doing so will raise your friendship level with the newcomer. You could also gift him a new piece of furniture as a welcome gift if you really want to boost that friendship even more.
- Finally, one day later, the villager will have unpacked all his boxes and is ready to live the island life. You can visit him to help him move his/her furniture around, and during the evening, a small ceremony could be held to welcome the newcomer and introduce him/her to the current villagers. To do so, you could have to chase around town all the other villagers to inform them of the event happening during the evening.
- Once the villager is ready to move out (you are asked your opinion on that matter beforehand), he's going to sell back his house to Lyle. He or she will packs in the furniture for a day.
- On the day after, he or she's ready to move out. You have a cut scene during the day where you see him or her getting to dodo airline with a cart of boxes. You can then hug him/her, and watch an optional touching cutscene.
- After the departure, the house is empty, although the wallpaper and flooring that the previous villager chose are still in the house. Go back to step one after a few days.
That way, the moving and out process would be a lot more meaningful to the player. It would involve him at every step of the way if that's what the player wants. And if the player doesn't really want the visiting animal to move in, he could just ignore him or her decreasing the possibility that the villager will chose to buy the house. If the player choses to ignore the process, the relationship with that animal would be aloof at first. The animal would then be more prone to moving out of town.
The number of animal villagers staying in your town would then be related to the number of empty houses you chose to build on the island (there would still be a hard cap, though).
Animal Crossing fans are asking for more complex relationships and interactions with vilagers. They also want more of a decisive impact on the layout of their island. Kill two birds with one stone. What do you guys think ?
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