@Verecund, I really do admire the time you put into all of this. Heck, I might not even have to make my own thread detailing how I'd make my own
Animal Crossing game because I can always refer to your post, here! In all seriousness, I find myself agreeing with plenty of your arguments, so I hope you don't mind if I expand on those for a bit.
Control:
-Player Role
-House Ratings
-Unlockables during Story Progression
I sometimes miss the old days when the player character was just another Villager. Becoming the Mayor was a logical step because you, as the player, inherently had more autonomy to begin with, so it does make sense, but I wouldn't mind going back to this role, as long as it doesn't gut the customization abilities and such too much.
I'm not sure about locking certain player abilities behind story beats/town ratings. I don't play
NH as often as I'd like to because of how this information is conveyed to the player. Though I'm definitely down for something not as taxing as what we got with that game.
I wouldn't be against villagers rating my house, again. It provides an incentive to invite them over. Although, we should really be able to move furniture around, regardless if we have guests or not. This might be a Japanese thing, but that shouldn't apply to
Animal Crossing. In addition, it'd be nice to grade their houses as well, and how they respond should reflect how much effort
we know they put into their homes so they aren't hypocrites, criticizing the player for not having tables or whatever, when they barely have any basic essentials for theirs. Dialogue in the older games was especially incoherent.
Characters:
-Dialogue
-Hobbies
-Styles — likes/dislikes
-Moving
-Relationships
-Episodes
In regards to how villagers are much nicer in
NL and
NH, sure, you may be correct that you being the Mayor/RR could have something to do with the "nerfed" dialogue, but it might also be the result of a more faithful localization. Japanese villagers (at least on GC) weren't as snarky and rude as they were in
Population Growing!. I can't help but feel people don't understand that them being "nice" or "mean" isn't even the issue — that the real issue is the dialogue not matching with certain personalities (Peppies being unrelentingly cold and harsh and acting just like Snooties was OOC in the older games; Crankies being jolly and happy all the time in the newer installments is also OOC) or how characters can say things that don't fit at all with a particular situation or doesn't make any sense. The series has always been inconsistent with how NPCs treated the player based on RNG, not because of the actions the player does which would naturally influenced their disposition towards them in other games (such as
Stardew Valley, for example). It also doesn't help that the dialogue system that this series has been using for over twenty years now is a bit outdated, and needs a huge revamp; I mean, there should be more options than "Tell me something" and "Goodbye". Already elaborated on how they should approach this in my previous post above. It's possible to have up to four or five options of dialogue in these games, but four or five should really just be the standard, and not tied into an event or favor or something.
It's a bit embarrassing how a 2005 DS game was able to make better use of NPCs having hobbies and fleshing the dialogue to accommodate said hobbies... than a Nintendo Switch game in 2020. It's a shame how people overlook
Wild World for its shortcomings and small scope in terms of well... everything. It's arguably the best in terms of writing, and writing isn't particularly
Animal Crossing's strong suit.
Villagers in
e+ could make comments on what you were wearing, and the responses varied by rather or not it's something they loved, hated, or a thing which didn't fall into either category. Styles were actually something they did back in that game, and
WW operates on this mechanic in the same way. Needless to say, they really should being this back; villagers don't have to be positive about
everything, Nintendo. This is a LIFE-Sim, so you should make your characters feel like people, because that's what they basically are.
I have to disagree with how
WW dealt with villagers moving, because you had to go inside their house just to see if they're moving or not. They don't give a 5-10 day notice (
NL) and don't even ping you about how they might leave your town someday (
CF). It's nice you can get them to reconsider when they're in boxes (something that's oddly not in subsequent games), but they could still be in boxes within the next day or so. Honestly,
WW made convincing villagers to stay tiring. If you wanted your favorite NPC to stay, it was pretty common to go more than five dialogue exchanges before they decided to stay, only for them to remain in boxes again. While I believe villagers should have a say if they want to stay or not, because
NH mirrors something akin to a dictatorship,
NL did this best; I just wish we could convince them when they're packing. I do agree with the rest of your paragraph, regarding this talking point. If they don't like you or your town, why would they care what you had to say? Those nasty goodbye letters they'd write once they left in
WW would actually make sense if their relationship towards you was toxic, or you did a crappy job maintaining your town.
You get an outstanding 100% approval rating when it comes to relationships. Once again,
WW is the only game in the series where relationships actually felt semi-genuine, even if it was still superficial in the end, anyway. I love how villagers gave you a photo, and ONLY one photo, and they'll actually ping you just for them to give it to you, as if it was a huge deal — and it was. They'll even ask if you kept it, and would understandably be pissed, disappointed, or hurt if you said no. They were like menentos. Why Villager Pics weren't in
CF is something I'll never let down. Speaking of things being removed...
WW's episodes are largely the reason why I hold the game in higher regard than I do with the other
AC games when it comes to dialogue. The best writing in the series comes from those alone; they added so much to most of the special characters, especially those who really needed it, like Tom Nook. Tom Nook going into detail about his life, how he's content with his "greedy raccoon salesman" reputation — as he believes this complacency will show young'uns the hardships of life, how he explains his own hardships to the player, a business mistake that resulted in a fractured friendship and cautioning others to not make the same economical mistakes as he did, and his relationship with Sable is just... precious.
Wild World showed people (both in-game and IRL) how much of a good person Tom Nook really was. Which makes the fact that none of these episodes were present in
CF — the one game where you can have the Nookington's upgrade WITHOUT another player visiting your town, just all the more infuriating. They gave this character such an interesting backstory, but they foolishly locked it behind an online feature; then, when it was possible to get the full requirements to get his backstory, it's not even in the game that's considered just a
Wild World port. I don't know why Nintendo insists on removing GOOD content from other games for no reason. Anyway, the one episode with Labelle was fine, but I wish it wasn't just this one episode that only appears once and can never be revisited again by the same player.
I don't think I have anything to add to the "Events" section. I just wish some of
WW's events returned in a future game because they at least had neat ideas, even if the execution wasn't perfect.
Okay. I'm done. Again, brilliant write-up. I don't think Nintendo's gonna even considered coming here to read any this, but spit-balling ideas with other people can be pretty fun.