Marcel Winatschek

Life in Starcity

Half the night and all morning, and I still haven’t stopped. Animal Crossing: Wild World came close to overtaking Amanda Bynes for Favourite of the Week, and honestly it was a near thing. I’ve always had a weakness for these absurd, candy-colored Japanese life-sim games—Pokémon, Parodius, Kuru Kuru Kururin—objects that have absolutely no business being as consuming as they are, yet somehow eat entire days without effort. This one fits right into that lineage.

The premise is minimal. You’re riding in a taxi toward a new life somewhere, rain coming down hard, the driver interrogating you about yourself the whole way. You arrive in a small village—I called mine Starcity, which is either inspired or the laziest thing I’ve ever done—populated entirely by talking animals. The first character you properly meet is Tom Nook, who owns the only shop in town and has also, it turns out, sold you the shack you’re standing in front of. You have no money. He gives you a job. You leave his employment fairly quickly, still carrying nearly 20,000 Bells of debt. Then you work out the rest on your own.

The nominal goal is to build and furnish a large house. The game knows this is a pretense. What it’s actually about is the texture of daily life inside a place that accumulates meaning: the way your first three neighbors—including one vaguely camp bear and one permanently furious rhinoceros—develop their own rhythms; the way the professor will take any rare fish, fossil, or insect you bring him; the way the lost-and-found and the trash can keep producing useful things if you remember to check. Petty errands and small quests. The slow accumulation of a life that isn’t yours but starts to feel like it.

What makes it clever in a deeper structural way is the clock. The cartridge reads the system time and date and adjusts the entire world around it. Seasons change. Weather shifts. Seasonal events are scattered across the full calendar year, meaning you genuinely cannot experience everything at once—some things only happen in autumn, or on one particular weekend in February. That’s either thoughtful design philosophy or a very elegant mechanism for permanent engagement. Probably both.

The Wi-Fi layer adds something else. Through a home router the game connects globally, letting you invite friends into your town or visit theirs, shop their stores, send a message in a bottle that eventually washes up on some stranger’s beach. The multiplayer isn’t the core of it—the single-player alone is rich enough to justify everything—but knowing that Starcity is technically permeable, open to the world on some level, changes the feeling of being in it.

Nintendo packed this thing full of ideas and then had the discipline not to explain most of them. You find the golden items yourself. You notice the town shifting around you by accident. The debt gets paid in your own time, on your own terms. It trusts you to be curious, which most games don’t. And yes, I can take it to the bathroom. That alone may have justified the purchase.