Monday, May 28, 2018

A Memorial Day Anecdote

Image result for vietnam memorial pictures


I just want to say a very Happy and Reflective Memorial Day for us all here in America.

I want to do a little anecdote on this with my relationship with my step-father in providing part of my respect towards our military and veterans and one involving my personal story in visiting the Vietnam memorial.



My story begins with a visit to Washington D.C.

I witnessed all sorts of places in D.C. like the Smithsonian, the Arlington Cemetary, And Mount Vernon. But we also visited the memorials. (There's only one monument (Washington Monument)) But what was experienced was a very important notice.

We visited many of the war memorials as well as FDR, Lincoln, and Jefferson. But the most important for war for me would be Vietnam. My grandfather was involved in the Vietnam war and is a veteran from there so you can see the important link it has for me.


Image result for vietnam memorial DC

Seeing the names mentioned for me, reflected in the granite and having us be both reflective literally and metaphorically, is quite important. Sadly seeing the Crosses (MIA) The Circle in the Cross (There is none but it symbolizes their survival and returns to America) and lastly those Diamonds (confirmed deaths)

Personally, I don't think we had anything to gain in Vietnam but we shouldn't have pussied out to the Anti-Industrial Revolution a.k.a. The Hippies. (There are books about how Vietnam was close to not being taken over by Communism but that our lack of obligation and last moments of non-interference (thanks to the protests of Hippies and others) in the Vietnam wars final moments of being taken over by the Communist Vietnamese and the Chinese (the Communist Vietnamese had major support of them due to China's interest in being a global power if rival with the Americans and the Soviets.)

But why am I mentioning this? It's because of those 4 words we constantly say, the ones that were mentioned in the Korean War Memorial and should be for all memorials and such reminders for anyone (war or peacetime)

FREEDOM IS NOT FREE

It's so true. We sometimes take for granted our freedom and can be entitled to it but we can't fight for our freedoms when either foreign or domestic We must be thankful every day. Thank a vet, thank god if you believe, be thankful that we have this moment. It can be gone in an instant, but it can be won and still here.

So as we celebrate Memorial Day (I'll be doing that by working today May 28th, 2018.) I want you all to remember to be reflective again and if possible, be reflective on all days about the joy and goodness of freedom in this country.

Sunday, May 27, 2018

Living Aristotleanly ... (Part 2) Main Points of Virtues for the cultivated life.

So as I recently finished Nichomachean Ethics, this part two was due too long. But I will have to come back to it multiple times during my life to explain more and more of the ideas. I admit I rushed into it but sometimes It was better for me to read certain paragraphs of the books inside.

For a recap of an introduction to Aristotle's ideas, go to this link. (http://mrmacavastel.blogspot.com/2017/03/living-aristotelian-life-in-postmodern.html)

 But let's look into what Aristotle wanted to teach us.

Image result for Aristotle Bust
(https://www.pbslearningmedia.org/resource/98953036-famous-mathematicians/marble-and-alabaster-bust-of-aristotle-famous-mathematicians/)

1) Find the Golden Mean

When Aristotle talks about finding the Golden Mean, he wants to find a scientific/logical balance of two extremes. But what's interesting is that he make an effort to find it in a very rational way. He explains, through reason, how finding the golden mean is a virtuous task. So since he explains how by using two specific virtues, we'll talk about them the most because he goes greatly into details with them: Courage and Generosity.

Courage is the virtue of bravely going into scenarios even when feeling fear. But when Aristotle looks at courage, he also looks at the extremes of Courage. In his eyes, there is an excess of a virtue and regress. For example, Courage is in-between Recklessness (The excess of Courage) and Cowardice (Regress).

Recklessness, in Aristotle's eyes, is blind courage without examining anything at all with the situation in mind. So when one needs to feel fear, there is none and there is no caution for even personal safety and reckless behaviors lead closely to death. Cowardice is the lack of any courage whatsoever. Refusing to stand up for one's self (or/and others) and living in fear is a true regress of Courage. Seeing these two extremes made Aristotle focus on finding the golden mean of the virtues.

Generosity is freely giving without it hurting oneself and in the spirit of helping those who deserve it. Aristotle focuses on the importance of righteousness when it comes to generosity because there is an amount that will be too much, we might give money when we shouldn't (I know someone terribly like this), and we might give it to the wrong people.

But let's focus on how he gets this by noticing the excess and regress of Generosity (called Liberality in many translations but we'll use Generosity due to many knowing the word more familiarly). The Regress, in this case, is Stinginess (a greediness focused on hoarding all goods and money, i.e. Ebineezer Scrooge the Miser). And for the Excess, ... well, Aristotle is unsure about the right word in this case. He refers to this as Wastefulness (as well as some Aristotle academics) but some use the word Profligacy. (I'll be using this when the talk of Generosity come up again in the later parts.)

By finding the extremes of the virtues he wishes to find this mean as a reminder of logical conclusion in pursuing a virtuous life.

2) Practice does make perfect.

The proposition being made in this statement is the fact that Aristotle says that in order to cultivate virtue it must be practiced in repetition. In other words, virtue is a habit rather than just conscious choice. Though of course, Aristotle makes it noted that virtuous habit is a good choice, it's the conscious repetition of good choices that promote moral flourishing.

The virtue is habit principle is a common motif when Aristotle talks about when people make good choices to better their lives in the long run but he also talks about the consequences of making habits of bad choices. Lack of virtue can be improved on and can still be promoted when some people are good in some virtues and lack in others. Since virtue is habitual, it can be taught and practiced. And continued practice leads to a better life.

3) The Importance of Friendship

Aristotle noted that there are 3 kinds of friendship we all face. But let me explain what he constitutes as a friendship. This is crucial.

Aristotle notes that a "friendship" of one good person and one bad person can't be considered one due to the nature of the bad person and his motivations for being friends with him (the good person). It's an obscure example but let's look at Peter Keating and Howard Roark from The Fountainhead. Peter can only befriend people for his self-esteem and pride. He has none as an architect because he was put in that position by his mother and his friendship with Roark is only a means to help him ensure himself as a good person. He may not be as bad as other characters like Darth Vader, Hannibal Lecter, or Shou Tucker,(URGHHH! I HATE THIS BASTARD SO MUCH! Anyone who isn't a fan of anime or has never seen Full-Metal Alchemist might want to watch the show to see why we anime fans get worked up about dogs and wigs.) but his weakness in virtues does make him a bad (though somewhat pitiable) guy,

Even if both parties are bad in the relationship, they could never work out a means to goodness and virtuosity in friendship. Look at Hitler and Stalin for a good example. Both are notorious dictators and yet formed a friendly alliance where. in the end, one (Hitler) betrayed the other (Stalin).

And now, let's look at the 3 main examples of friendships,

I) Friends for Pleasure: These friends are the types of friends you come together with to enjoy your lives with. Like going to the movies, amusement parks, having drinks, etc. When good and compatible friends go out, their entertainment is doubled due to good company.

II) Friends en stratagem: I have personally coined this phrase but I can't say confidently that it's original for these kinds of relationships have happened in the past so many times. These are similar to business and political ends primarily, though not always in association with it. It's a strategic friendship to make allies in a certain circle and usually ends with a "you scratch my back and I'll scratch yours" issue. However, the two in this situation must be friends and have been in good standing and virtue to achieve a healthy relationship. (Evil on one or both sides can't apply.)

III) True friends: These are the friends Aristotle Praised the most. They share your feelings with you, can be able to open up about things you might be too sensitive to talk with others on, and such. They are just like you yet not so. Two good people who see the benefit of each others company, not just for Pleasure or gain, can find the end in itself in this situation.

4) 11 Virtues are Necessary for a Flourishing Life

There are 11 Virtues Aristotle mentions in his book. All are varied in length of discussion but he does mention they are between two radical extremes.

I. Courage: The be brave when the moment is needed. In excess, it's recklessness that does lead to abandoning and in regress, it's cowardice which enables fear and lack of standing to anyone when needed.

II. Generosity: To be charitable, to the right people, at the right time, and in the right mindset. Excess is profligacy (giving out too much money rashly and showboating it) with the regress being Stinginess or Miserliness (withholding all money and goods.)

III. Temperance: The rational control in pursuing earthly desires. Debauchery is the excess of the loss of self-control. Scarcity is the regress of temperance in refusing all earthly desires. (A monks life one could say.) Noting this, Aristotle promotes being able to enjoy yourself within the means rather than this ascetic lifestyle.

IV. Magnanimity: Generally, translations of this have included greatness of soul but I'll also use pride to explain this. This virtue is the feeling of accomplishment and the right way to showcase and promote it. The excess discovered is Vanity (pride with no real accomplishment or such) and the regress is described as the smallness of soul. (To be honest, this could be due to literal translations of the Ethics. Some use Pusillanimous (Latin for the small soul so it does fit in a way))

V. Magnificence: How to carry one's self. A form of pride in how one is presented with their affluence and wealth. Vulgarity is the excess and the regrees is Pettiness.

VI. Indignation: A form of envy where people attack the misrepresentation of justice in society. (Aristotle uses the words Righteous Indignation to further emphasize the mean as well as how people can carry indignation into the excess and regresses of Envy (which Aristotle believed was an evil in itself but that's another story.) and Spitefulness(sometimes called Malicious enjoyment, and some like to also call it Schadenfreude (Thank you Avenue Q)).

VII. Patience: To be calm and focused in situations and with other people. The excess of Patience is Irrascability (impatientness) and the regress is described as Lack of spirit. (It's hard for me to say what this is but I guess it could be also described unambitious though I don't think this is the right word either.)

VIII. Truthfulness: The truthfulness Aristotle is dealing with is Truth of oneself and one's accomplishments. Beware of Boasting (the excess of promoting one's self in exaggeration) and of self-depreciation (the regress which can also be called understatement).

IX. Wittiness: The virtue of being clever with words as well being serious and joking at the right times. The excess is buffoonery (the man who takes everything as a joke and nothing serious) and the regress being boorishness (the man who takes everything too seriously and can't stand a joke).

X. Friendliness: The ability to get along with the right people. The excess being a flatter with no substance whatsoever to critique and the regress being curmudgeonly when one is unfriendly and constantly avoids others and society.

XI. Modesty: The virtue to accept and understand shame. (Aristotle didn't necessarily make this a virtue but that it was a good character trait to have. I would argue it makes a good virtue if understood.) The shameless are in excess due to never feeling shame and the shy (not the same way as we see shy people but how they react to their actions) as regress due to feeling shame for all actions even when (most of the time) their actions have nothing to be ashamed of.

5) "Reason" is absolute to a good life

Ayn Rand said she had an enormous debt to the Philosopher Aristotle for his foundation of Metaphysics and Epistemology had led her to formulate the Objectivist Philosophy. And why shouldn't it?

"Reason" is the primary driving force in making good decisions in life and thus Aristotle talks back to reason as it is "reason" that makes good choices and instinct that, often much more than not, leads us to bad choices due to not reasoning out and thus making an effort into understanding our choices before us.

Thes 5 points are crucial in understanding one of the most important ethicists in our entire human existence and I hope I got some of you interested in reading his Ethics, though a bit of a warning, it is a heavy read so also prepare for a little light reading. (Just like the next book I'll be reviewing: The Claiming of Sleeping Beauty by Anne Rice.)

Stay Tuned Darlings!

Friday, May 11, 2018

The Most Beautiful Game I've Played so Far: A Review of Okami

In 2017, we've received many games where the aesthetic theme is integral to the storytelling. Cuphead and Bendy and the Ink Machine are two of the giants that focus on a 1930's cartoon aesthetic to tell their stories. The former, a love letter to the Fleischer Brothers surreal cartoons and very early shooter games like Kontra, and the later is a horror game which also has the Fleischer Brothers to thank for the style and themes.

But at the end of 2017, there was a rereleased game that was on the down low. And yet this game has been acclaimed from when it was first released through its sales were moderate at best. This game was one I heard about but never played until I got it back in 2015. But as I play the PS3 download version, I was immersed in a world of color, fantasy, myth, and art. This game is Okami!

Backstory: The game was originally supposed to be all 3-D and 3-d environments made to give the game a realistic look but instead they decided for a look with more of a meaning and went with Watercolors and Sumi-e (the art of Japanese ink painting. Look at this)

Image result for sumi-e pagoda
(https://www.istockphoto.com/vector/japan-traditional-japanese-painting-sumi-e-art-temple-sun-lake-gm688478754-126801097)

Thus this was one of the important aspects of Sumi-e painting focuses on nature and harmony with it. And it takes an entire lifetime to master. But another aspect (the plot) is centered on many of the Shinto Myths found in the books The Kojiki and the Nihon Shoki. Not just major myths but even hidden references like the tale Okuni-Nushi and the Hare of Inaba, Princess Kaguya, The Bamboo Cutter and the Sparrow Clan, and Otohime and Urashima Taro. But the main storyline has a reimagined style of the creation myth of Japan and the myth of the creation of demons and monsters in Japan.

Just to add one more important thing, Okami is the japanese word for wolf but it features the kanji for god (Kami) so it's a picture pun on the fact you're playing a wolf god.

Plot: The Plot is heavily taken from Mythology and reinterprets classic Shinto Myths and Folklore into this game. But it's divided into 3 parts, each focused on its own mythos. But the most popularly known to us is the tale of Orochi and Susano-o. In the game, Orochi has been foolishly revived and the darkness has penetrated most of Eastern Japan with little hope in the world where all the gods have been reduced to being little to nothing. In a desperate hope, Sakuya summons the last of her power to get Amaterasu to save the world. Assisting her is the sprite Issun, a wandering artist who assists as our Navi to Amaterasu's Link (it's a spot on comparison with Navi talking a lot and Link being silent, Issun is at least funny and expressive and Amaterasu just barks.) And now you play as the two of them searching to destroy the dark fogs over Japan and restore order and the belief in the gods again.

Image result for amaterasu
Amaterasu (wolf) and Issun (sprite)
(http://makingthecrossover.wikia.com/wiki/Touhou_vs._Capcom/Amaterasu)

Characters: There are so many characters to enjoy and love but the main characters are quite a treat and I kinda don't want to spoil the other two plotlines so I'm gonna keep them on the down low.

Amaterasu: Based on the Goddess Amaterasu, Ammy is the Sun Goddess of the world and works with 12 other lunar zodiac inspired gods to make up the 13 Celestial Brush Gods. She is the playable protagonist and has the power to make the sun beam down on the world.

Image result for amaterasu

(http://okami.wikia.com/wiki/Amaterasu)

Issun: The Wandering artist. He is searching for all of the heavenly brush techniques to be a master artist. Can be a bit of a perv since he notices all the beautiful women in this game.

Image result for issun
(http://okami.wikia.com/wiki/Issun)

Sakuya: Based on Konohaka Sakuya, she's the goddess of flowers and trees. She called for Amaterasu to fight against the darkness. She's a very sympathetic goddess in similar standing to a wood nymph of Greek lore with being the protector of the Konohana tree in Kamiki Village and being their protector. Has ... um... nice peaches??..?

Image result for sakuya okami
(http://okami.wikia.com/wiki/Sakuya)

Susano: Based on the God Susano-O, Susano is a lazy swordsman and descendant of the great hero Nagi. The polar opposite of what Nagi is thought to have been (heroic, amazing and bold while Susano is Lazy, boasting, cowardly) and he himself carries himself with way too much hubris.

Image result for susano okami
(http://okami.wikia.com/wiki/Susano)

Orochi: Based on the 8 headed monster Yamato-no_Orochi, he's a monster who eats maidens every year for a sacrifice. After 100 years of death, he as revived completely ready for a new era of Darkness. (I really love this picture with the blood and emphasis on dark colors and hues.)

Image result for orochi okami

(http://okami.wikia.com/wiki/Orochi)

Kushi: Based on the Goddess Kushinada-Hime, Kushi is a simple Sake Maiden. However, she is chosen as the new sacrifice to celebrate Orochi's rebirth. She has a plan up her sleeves to distract Orochi and she has a crush on Susano.

Image result for kushi okami
(http://okami.wikia.com/wiki/Kushi)


Gameplay and Battles: The gameplay is similar to The Legend of Zelda series (though I haven't played much Zelda, it's familiar to me so I'm aware.) But the main focus is on art and nature. Art with the Suni-e ink painting environments and Nature for the main subject matter of Suni-e and the themes of nature being a heavy motif in the game.

However, in this game, you can actually be the artist. (There's even a nice detail of Amaterasu using her tail as an ink brush.) And you can use the ink to create new paths and manipulate nature. The game emphasizes the need to explore with many sidequests and new locations opening up every new act. The 1st act gets you to Eastern Japan and the countryside. The 2nd Act takes you to Western Japan and the Capital of Sei-An city and the sea coasts, and the final act takes us to Northern Japan and the Cold Tundra there.

Each environment is rich and beautiful in the gaming details and designs. Also, the philosophy of Sumi-e painting is captured with every game detail. It's not about being a realistic painting in detail; it is to capture the essence of the bounty of nature and usually, Sumi-e artists are all impressionistic in their approach and it flows well from this game. But I also like how even the humans and urban and town environments are also in this style and flow well with the central theme of harmony with nature. Most towns are near water supplies like wells, rivers, and the ocean to add a light touch of realism to the mix too. And featured in some cutscenes are the actual Japanese paintings incorporated with both story elements and the bestiary too.

Spoiler for Act 2 but since you guys have no idea where this comes in, I'll let you experience it.

Image result for okami japanese art


The Battles are combative and require a balanced use of both ink brush techniques and your weapons divided into 3 categories: Rosary Beads, Glaives, and Reflectors. Each has their own strengths and weaknesses with Rosary Beads giving rapid fast attacks but require distance away and do the lowest amount of damage, Reflectors doing moderate damage but still a balanced choice and Glaives being the strongest and being able to charge the attacks each but attack speed is sacrificed.

In battles, all your brush techniques will be used to by manipulating certain elements enemies give off to attack others. You can send projectiles back to enemies, get them caught in vines, make the winds blow and ice freezes them. It requires a lot of creativity to destroy these monsters. Also, make sure you look out for demon fangs. Those will help in the long haul, trust me.

At the end of the battles, you'll be judged on how fast you kill the enemies and if you avoided being attacked. The highest ranks give a blooming cherry blossom tree, the lowest ranks give a seed waiting to be grown so even the results screen is natural themed too.

The music is a beautiful combination of both western orchestra and eastern instruments. I just love the sorrowful theme at very emotional points of loss and goodbyes.

Positives:

The game is very artistic and seemingly blends the artistic style into the gameplay successfully. The tale is quick but very relaxing and zen making you want to focus on looking everywhere.

And there's a lot of sidequests to do but they feel like they are a part of the game and that if you want to choose to go further you can.

The special Stray Bead mission is long but it's especially important. It's worth doing as it tests all your abilities and searching to the test and knowledge of brush skills too.

Negatives:

Sometimes when you battle, not all your abilities go along with the game. Sometimes, I did a wind spell but it slowed time instead or when I was doing an ability, I got it connected to my weapon of choice. (Some weapons have elemental powers)

Also, the trophies are easy, maybe too easy and have little requirements but the stupid fishing one is a bore and so much to do with that one.

Overall: This game is another you should put in your Library. Only available for PS2 and Wii, this game is remastered for PS3, PS4, XBOX 1, Steam, and soon Nintendo Switch. Also, this game has such a strong aesthetic to it, it goes into the games where we can discuss the possibility of gaming as an artistic and interactive medium. The game is a must-have for Legend of Zelda fans, those who love adventure games, or for more casual gamers because the only battles you really need to fight are all story oriented but the full experience is what makes it a masterpiece.

5/5

And as usual, don't forget to follow and like and comment and critique me. Feedback is especially important to help create even more professional content for you and me.

Saturday, May 5, 2018

The Economics and Light Empowerment of Animal Crossing: New Leaf

You know, this idea just randomly popped into my head after playing a little more Animal Crossing. Ever heard of it?

This is an adorable, relaxing, zen kind of game. I would argue it's a precursor of all your app games with town building but I argue that it's more than that. (Well, Animal Crossing's new app game is out but my phone keeps getting little storage more and more. I need an Ipad or something again. Not just an iPhone. In fact, I'm getting pissed off at my phone.) But this game is all about doing everyday things in life but in a more calming way. You pay a mortgage for a house and can make additions while also getting reviewed on the Feng Shui aspects, (unlike in Real Life, Feng Shui actually works in this game), make friends with all the adorable Animal Villagers, and, primarily in New Leaf, make your town prettier.

All that sounds pretty nice right? Now let's focus on the economics. However, I'll be focused on Animal Crossing New Leaf''s economics as I've never played any of the other Animal Crossing games. This is my first one. As I said earlier, you actually get to pay for a mortgage by paying Tom Nook, a Tanuki (yes his name is a joke on the species he is) Raccoon who has a dealing with the Housing Market of Animal Crossing. Considering, there is no real known nation other than what we know about all other towns that are similar to our own and that Tom Nook directly works for each one. He sells all kinds of additions from a basement and second floor to 4 main rooms and a secret storehouse. But he also attracts the player with facades, gates, frames, mailboxes, and doors. All the essentials needed to showcase our home to anyone interested in coming to our towns.

Now there are other stores in town too. We have Timmy and Tommy's (Tom's Twin Nephews) shop Nooklings, which upgrades to an Emporium shop of 3 stories with an upscale shoppers place on the top. So as well as helping Tom's endeavors, we also help with his shop and expand when we buy more and more from his sales. Also, there is a local clothing shop with a small selection of shirts, pants, dresses, and hats/accessories to showcase ourselves. And later on, we can add to the store a QR reader to have any new designs for clothes and make our own designs to advertise as well. Also, I can't forget the opening of other stores and services like Kicks (the owner sells shoes and socks), Shampoodle (makeup and hairstyle changes), Garden Center (plants and trees), The Roost (a coffee shop), a Dream Suite (A Tapir lets us visit dream versions of other towns if we don't have the right friends), Club LOL (a DJ Dance Club), Re-Tail (A Goodwill look-a-like where you can sell old items to other town citizens and the two alpaca owners and also repaint other items) and Katrina's Fortune Shop (the fortunes actually work). So we have a small town economy grown into a suburban-style town. This is important to notice because most of these shops happen only if we invest in the Nooklings shop and the Able Sisters Clothing Store. But Club LOL, The Dream Suite, the Roost and Katrina's shop are all only available by suggestions from the towns members.

Let me explain something I forgot to mention. In Animal Crossing New Leaf, we become the mayor of our new town. So we have all the power invested in us. We primarily have to make sure our town is satisfactory to our denizens and also make our town as distinct from others as possible. We have the choice to make all sorts of public works projects and add new places to our town. But there is one important aspect of this. We have to get all funds voluntarily. I. E. No taxation. It's kind of interesting to note that even though this was primarily a way to get us as the player to invest in our towns, it's done by making it sound like we all want to support it if we can rather than use force. Unlike most cities where public works projects would be taxed upon the citizens, we can volunteer donations to support new ideas whether being petitions for a club or support a new hot spring and traffic light or a mini-campsite.

Also, there is one other thing to notice about this major role. We have access to four ordinances. There are a Night Owl and Early Bird Ordinance which both affect what times the residents of your town wake up early and go to sleep. The Beautiful Town Ordinance to focus on keeping your town clean. And finally, and this is important A Bell Boom Ordinance. This one effects you by making the Re-Tail store by back two premium items (if this ordinance isn't activated, they will buy one premium item) for a higher price. Also, all sales go up by 20% but all buybacks are up 20%. An inflation consequence but made for those wanting to make large amounts of money for projects and their house.

So in other words, it seems like Animal Crossing is making an unintentional commentary and support for mostly laissez-faire economics. (The ordinances really count as the only laws and since it's a feel-good simulator and no one commits crimes or even has a notion of sin and crime [though there is a police station but its primary use is to notice any new people coming to town like Redd the Fox, Katrina, and other special animals for a new gameplay showcase each day] so laws are very relaxed) And you have the chance to sell all sorts of items to make the most money and reinvest it into the town. And you can have people visit all over to do barters, trades, and sales on the individual scale too. And the economic world is so relaxed as well to build it up and watch it grow over time. It's privatized predominantly and the government's main feature is just one regulation (the ordinances) and voluntary public works projects (though I sure wish my townspeople actually donated a little money to each project; I'm always stuck donating to finish these works. I know that's the point of the game but come on. A little help goes a long way).


 Of course, this is more Complementary evidence due to the scale of the world we experience in Animal Crossing and that the main themes of the game focusing more on returning to the country, community, friendship, and environmentalism with the focus on keeping the town clean and the natural environment clean and thriving. But it's quite interesting noticing the impact of the game on others. However, the commentary part I want to focus on is the aspect of the consumerism in this game.

You have to invest a lot of heavy consumerism in this game. And thus you can make it seem like you can compete with everyone else by making your town the best: Have all the wallpaper, donate all items to the museum, have all fashions and such, making your town the pretties. It makes it an over-consumption market rather than a balance of consumption and production due to emphasizing the human want of consumption, i.e. buy stuff for stuff's sake rather than buying for survival. But this should be noticed due to how there is a plethora of items to buy from the stores, especially the fully upgraded Nooklings store called T&T Emporium. Also, there is Joan the Boar and her Stock Market Turnip sales. Buy Low, Sell High and use that money to buy more items.

But even doing that isn't the full point of the game to play it fast. It's a very relaxed and welcoming game meant to attract casual gamers and those who want a game to relax with rather than being over competitive. But I think it's funny how this game reflects modern life so well. Making friends, paying the mortgage, and building more into one's income. But it's done in such a relaxing and zen manner it means to make us feel accomplished. I've heard many people who say this and other similar games like Stardew Valley and Harvest Moon which focus on making farms but also developing relationships with people. (Play Stardew Valley, it has some great moments of character development through the scenes are very small.) This is especially important. A game that has made people cope with the world's difficulties in a cathartic and meaningful experience. Casual for everyone to play but positive and empowering to give a reflection on our life. (People with mental health issues and some acquaintances I know love the relaxing atmosphere and calm demeanor to help them in their everyday lives.)

So I want to leave on this positive note of happiness and to give this game a try if you like simulator games with adorable animals.

Authors Note: I couldn't find too many articles or videos dealing with this subject. This is the only one I could find which helped in the influence. (https://www.youtube.com/watch?v=CeFbdzbvNjM) But I'm sure there is commentary I might've missed. What do you guys think of AC: NL and the possible economic theory. This is primarily complimentary and supplementary evidence so It's interpretive. (It's not that I don't want to believe in my hypothesis but because the economics was a way to add entertainment value over real meaning in the game, that is my main argument for this is primarily interpretive over actual objective value.) I wanted to add this to make people understand this article on the evidence I've seen and so my audience can honestly see that this article is primarily noticing a possible coincidence. But I hope it provides entertainment for you all and maybe gets you interested in this game. As for my argument for the empowerment of AC: NL, check out Jirard the Completionist's Defend It video on AC: NL (https://www.youtube.com/watch?v=ynC5ST87RB8) to see a much more eloquent argument.

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