Ambition and Compulsory Design in Animal Crossing
by [name redacted]
The thing about portables – and not everybody cottons to this – is that people use them differently from other game systems. You cradle them in your hands, within your personal space. You drag them around with you, pull them out of your pocket like a dime novel, then snap them closed when you step off the bus. Where console and PC games ask you to set aside blocks of your time, portables fill the cracks in your day.
All of these situational dynamics, and the psychology lurking behind them, inform the basic checklist for a portable game.