No, I’m saying Pocket Camp is it’s own thing, closer to actual AC than HHD, and that I think calling NH a sequel to HHD both undermines its status as a mainline AC game, and is largely based around the ability to put furniture anywhere more than how it plays.
HHD is entirely design-orientated. No fishing, no bug-catching, no fossil hunting. No day and night cycle, no need to buy anything (you unlock infinite amounts of anything you need), no doing errands for villagers, no shops you can actually buy stuff from, and not even the vaguest semblance of developing friendships… but all this stuff is present in Pocket Camp, and in NH.
The fact that they’ve taken away a lot of the consequences for abandoning your town for long periods of time strikes me more as a response to criticisms of NL that you couldn’t control where the house plots were, and that the villagers you’d paid millions of bells for moved out if you didn’t play for ages, (admittedly, criticisms that completely ignore that’s what AC is that I feel the AC devs have been too obliging towards) and an evolution of the control we had over our environment in NL, the same way the decorating is the evolution of PWPs and terraforming is derived from resetting for layouts.
You're right about this, but this isn't what I'm talking about. When I say 'sequel' I'm not so much talking about just features, elements or structure. I'm mostly talking about the theme. Thematically speaking, New Horizons doesn't follow the the AC games of the past the way New Leaf did. NH is a mainline game, it does have most features and elements all the mainline game have, but theme-wise it leans more heavily on design than community. NL don't do that. To give an example: up until NL, the design element of the game was strictly focused on your personal house. HHD changed that, and NH took what HHD did and went further, to not just your house, but your whole island. AC has always had it where you could place limited types of items outside, with the highest limit of this in NL with PWPs. But even with this, you still needed to be a part of your community in order to get these items to decorate. In NL you still had to have your villagers come up to you and "suggest" for you to build a pwp. In other words,
you had to talk to them on a regular basis in order to see progress in your village.
In ACgc, WW, and CF, progress was defined by talking to and making friends with your villagers. If you wanted to see more rare or new items, you had to be friends with them. When they told you they wanted to hear from you by mail, you had to send a letter. When they told you to plant flowers in order to make the village pretty you had to do it, if you wanted to see progress. And only when you reached 'perfect' town status, could you get a new bridge, or fountain, windmill or lighthouse. This does not happen in New Horizons, at all, to a point where in NH there are limits to getting new villagers, but there are NO limits to getting new outside furniture. Outside of the tutorial phase, you don't really need to talk to your villagers. You can stay perfect strangers and still do everything you want to do in the game, whereas in the past, this definitely wasn't the case. Now, of course you can if you want to, but you don't NEED to, and that's what I mean when I say that community and relationships in NH have taken a back seat. They're not absent, but just not the focus.
In NH, one of the first things you're told to do is pick a spot for your neighbors' homes. Then you have to set up more spots for other villagers and put down their furniture. Then later on, you have to set up more spots for more buildings namely the museum, tailors, and item shop. You're told early on that fruit lets you move trees and bust rocks at will. Later after that, you're told to beautify your island for KK to visit aka progress. Nowhere in this tutorial phase are you made to focus on building relationships with your villagers. You're told to talk to your two neighbors, but only briefly. They're not the center focus, which is building up and decorating your island.
Contrast, with NL: you can't progress forward without consistently talking to all five of your starting villagers. You have to talk to them repeatedly at the start of the game, getting them to sign the petitions. They're the focus and you have to get to know them, because later on you can't build pwp's without their suggestion, aka their 'permission'. Contrast again with ACgc, WW, and CF: The first thing Nook has you do in those games is to employ you to work for the villagers. Again, they are the focus. From ACgc through NL, the overall theme is the community and relationships you build and grow with your villagers. NH's theme doesn't focus on this.
NH's theme from the tutorial phase and well after focuses on decorating and building, and I'm saying that this started with HHD. The criticisms that started in NL was addressed in HHD, and I'm saying that particular theme of building and decorating has since grown and continued with NH and PC.
Sorry in hindsight for the very long post it wasn't my intention.
![Grinning face with sweat :sweat_smile: 😅](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png)
Also, sorry if I came off as saying that NH was a shallow sequel of HHD, that's not what I meant at all. Tbh, I love NH, more than NL! For me, NH may not be about community, but I looove building, terraforming, decorating, and the character customizations are just perfect! I love NL too but being a lighter toned character all the time when it comes to customizing...yea, I'll stick with NH.
![Grinning face with sweat :sweat_smile: 😅](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png)