It helps to think of Happy Home Designer as the flip side of standard Animal Crossing. Do you need a more rigidly defined objective? Do you need more tasks to handle than simply decorating rooms? Or are you content to play interior designer for a seemingly endless succession of creatures with extremely relaxed standards and expectations? In other words, your enjoyment of Happy Home Designer will come down entirely to the question of whether or not the process of creating custom living room arrangements for quirky animal people is your idea of a good time. Unlike in vanilla Animal Crossing, you don't even have the Happy Home Academy rating your rooms and awarding points, because you are essentially the HHA. Yet even self-imposed goals are tough to create with Happy Home Designer every client loves the homes you create without reservation, even if your layout consists of nothing but rows of toilets or a room full of gurgling Gyroids. Gamers tend to be goal-oriented, whether those objectives are provided by the game (beat the stage, survive this boss rush, defeat the other players) or result from personal aspirations (hit a certain level, shave a few seconds off this speed run, collect one of everything). Happy Home Designer is even more of a free-form sand box than a standard Animal Crossing entry, as you literally have no obligations or aspirations to shoot for beyond laying out home interiors with a handful of predetermined trinkets included. As long as you take the time to include those items, you can't go wrong. Each resident wants to have one to three specific pieces of furniture in their homes (all of which are given to you at the outset of the design process). Those mandates, by the way, are in no way onerous or difficult. There is no right or wrong way of creating these home arrangements as long as you meet each client's handful of mandates, you "win." It consists entirely of customizing interior layouts for various Animal Crossing characters. Simulation games like Animal Crossing have always challenged the traditional (or "hardcore," if you prefer) concept of video games, and Happy Home Designer takes this challenge to its ultimate extreme. Animal Crossing: Happy Home Designer offers a vastly more limited scope than Super Mario Maker, and it imposes practically no goals or milestones on players. Nintendo's second exercise in expression, however, is much harder to pin down. ![]() Sure, it has a few disappointing oversights, but by and large Super Mario Maker got everything right, from the creative process to the ability to share those creations. The first, Super Mario Maker, was a best of both worlds sort of affair: A video game about invention, channeling users' brainpower into creating video games. In a surprising and welcome plot twist, Nintendo's two big game titles for September (their opening salvo in 2015's manic fall release season) have taken a step away from the standard tentpole video game template and focused primarily on creativity and self-expression.
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