Clickable Culture   Official Research Blog of Phantom Compass
  User-Created Content in ‘Animal Crossing Wild World’  
 
 
Posted 2006-01-18 by Tony Walsh
 
 
     
 
Animal Crossing Wild World (ACWW) is a cute social game for the Nintendo DS that builds upon the principles that made the original Animal Crossing for the Game Cube a critical success. Players of ACWW, as in the original game, move into a new town, make friends, get a job, write letters, collect items, draw pictures and do other happy things. What sets ACWW a leap ahead of its predecessor is that it can connect to the internet, opening up one's town to other players from around the globe--in a way, ACWW is a distributed virtual world or perhaps a distributed MMORPG. It allows players to interact with each other's creations and share user-created content such as pictures and text. Although I haven't yet played the game, I believe it's possible for one user's creations to be shared among a potentially limitless number of other users. It's pretty amazing for a handheld console game to rival the features of huge PC-based hits such as World of Warcraft.

If this wasn't all dumbfounding enough, an enterprising ACWW user by the alias of JoeForever (featured today on GameSetWatch), has considered promoting his web site through custom graphics created inside the game. Visitors to his town of Adamsvil may find pictorial communications left at the gates. My brain is reeling by the possibilities opened up by this type of communication. Advertising. ARG clues. Artwork. Education. Contact information. So compelling is the idea of leveraging the ACWW virtual world engine that I might just pick up a Nintendo DS and run the equivalent of a 24/7 game server to see what sorts of mayhem I can come up with.
 
     
 
   
 
  ... share via email del.icio.us digg bloglines fark reddit newsvine simpy blogmarks magnolia  
  0 Comments  
 
   
 
 
     
 
     
[ Detailed Search ]
Clickable Conversation
5224 comments
on 4161 entries

Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


Clickable Culture Feeds:

RSS 2.0 ATOM 1.0 ALL

Accessibility:

TEXT

Clickable Culture
Copyright (c)1999-2007 in whole or in part Tony Walsh.

Trademarks and copyrights on this page are owned by their respective owners. Comments owned by the Poster. Shop as usual, and avoid panic buying.