5.1. Structural Narrative Dynamics in ACF
In response to RQ1, simulation within ACF remains fundamentally persistent as the first narrative layer through which players engage with the game world. The franchise exhibits a transition from a static environmental model to a socially interactive system, reinforcing players’ engagement with real-world rhythms while expanding the capacity for narrative persistence. This transition emphasizes that persistence does not preclude evolution, but rather provides the structural foundation upon which adaptive changes develop.
With respect to RQ2, the orientations in ACF ensure the designers’ intention to gradually introduce and refine simulation techniques through player interactions. This means that orientations are designed to primarily launch player identifications within the game world. Meanwhile, orientations transit from fixed and reactive orientations to more dynamic, participant-driven structures. This transformation aligns with the trajectory of the game’s emergent narrative evolution.
As for RQ3, story events evolve from recurring activities to increasingly socially responsive interactions. Events play the transitional role from following the game rules in simulation and orientations components to player-centered gaming without disrupting the engagement flow. Story events extend beyond maintaining narrative consistency, but also deepen the emergent storytelling mechanisms.
When it comes to RQ4, evaluations within ACF follow an adaptive feedback system, reinforcing the active narrative engagement other than passive information reception. Evaluations as simple reflections of player actions in the initial generations of ACF have evolved into mechanisms that shape gameplay consequences. As a result, players are allowed to exert greater influence over the narrative space.
Regarding RQ5, the evolution of resolutions across ACF corresponds to the evolving role of player agency in emergent narrative structures. Environmental and aesthetic customizations guided by players are symbolic moments indicating that their autonomy has received accelerating support.
In terms of RQ6, RQ7, and RQ8, NPCs have evolved from predefined roles into more interactive agents that contribute to player immersion and decision-making. ACF game design increasingly equips NPCs with context-aware interactions. Consequently, the relationship between NPCs and PCs has transitioned from merely reactive exchanges to complex, behavior-driven engagements. Such developments exemplify how evolving game design techniques contribute to adaptive and socially resonant game environments.
5.1.1. Simulation
All through ACF, simulation revolves around consistent real-time synchronization enabled by ICT applications (see
Figure 3). This mechanism realizes virtual realities embracing day–night cycles, seasonal changes, and weather conditions. This persistence constantly relates players to the real world, fostering media nostalgia and sense of social presence [
56]. Players in
Wild World (2005) experience daily and seasonal changes that mirror reality’s rhythms. When it comes to
City Folk (2008), the synchronization maintains the essence while extending features in response to the introduction of a city environment. Compared with the village setting, synchronization influences the city in a more service-oriented manner.
New Leaf (2012) introduces richer social interactions with NPCs, leveraging synchronization towards foundation engineering that continues for various labor days. As for
New Horizons (2020), its real-time synchronization reaches a novel level by offering players control over the environment through terraforming containing terrain editing and environmental customization, while still maintaining the day–night and seasonal cycles that characterize the previous games. Furthermore, real-time synchronization supports enduring influences of players when they are offline. The caching mechanism preserves their previous decisions, allowing the game world to evolve following the same pace of real-world, without requiring the player to engage permanently.
Additionally,
New Horizons (2020) introduces augmented reality (AR) modes supported by compatible mobile application Pocket Camp, reinforcing players’ immersion by means of wandering around their virtual cabins and interacting with NPCs (see
Figure 4). This integration of physical and virtual spaces aligns with ACF’s consistent approach to apply innovative technologies without compromising its core mechanics and player-oriented emergent narrative.
5.1.2. Orientations
Orientations are composed of “who”, “what”, “where”, and “when”, and all these introduce the background of the storyline [
34]. In line with this argument, Di Marco [
57] suggests that orientation in video games tightly relates to cultural localization which provokes a sense of identity. In ACF, these components constitute the foundation of emergent narrative structure, and we delve into how they maintain or evolve in player engagement, spatial constructs, and other relevant facets (see
Figure 5).
Orientations in Wild World (2005) are relatively simplified. The “who” centers on the player’s vague identity, implying broad accessibility and a universal appeal. The “what” involves iteratively interacting with NPCs, collecting items, and building relationships within the community, whereas the range of activity is confined to a small village with limited spatial complexity. And “when” is driven by the real-time synchronization. ICT support here refers to the basic spatial databases that manage the simple map and character locations. In this context, the data repository system that tracks players’ actions further integrates with global multiplayer interactions, ensuring seamless updates and a personalized game world.
City Folk (2008) expands the spatial dimension through the introduction of a secondary urban space. Nevertheless, the “who” and “what” remain largely static as in Wild World. In this generation, players begin to engage with cultural markers. This innovation provides a more related sense of identity without disrupting the village’s immersive evolution. This expansion incorporates advanced ICT represented by spatial databases that manage both the original village and the new city space.
New Leaf (2012) exhibits a notable change in orientations due to the player’s rise to the role of mayor. Unlike earlier PC roles, players begin with the role of mayor, primarily facilitating public works projects that serve the public good. This form of active control conveys a more embedded version of player agency, whereby a player can eventually adopt an identity within a narrative frame of reference. Additionally, “where” varies according to the player’s decisions, and emerges at the intersection of narrative agency and spatial change. This generation upgraded database management, organizing, and processing rates of player decisions and social interaction to allow the storage and retrieval of increasing variety and complexity.
By
New Horizons (2020), there is a considerable number of orientations. The “who” is a traveler tasked with navigating and developing an unspoiled island by managing resources and modifying the environment. This identification demonstrates a broadening scope of identity, and a sense of collective engagement, especially as the COVID-19 pandemic accelerated the importance of virtual spaces for social interaction [
58]. As with each version, “where” is increasingly personalized, terraforming provides the player with complete control of “where” for the first time, enabling unprecedented spatial modification. Real-time synchronization remains for community interaction; however, it is embedded within players’ efforts in crafting and resource management. The advancement of ICT is essential in developing real-time automated spatial manipulation tools that allow modification of terrain and other environmental features in real time.
5.1.3. Story Events
Within the digital landscape, events can be understood as complex interrelations of media-cultural practices, human subjects, and technological systems [
59]. Giddings [
59] takes this notion further by contending that gaming events are not single, isolated episodes. Specifically, they happen within the temporal flow of the game itself, considering everything that happens as part of the gaming experience. This emphasis on the episodic framing of events compels a shift away from thinking of them as single or exceptional moments, and suggests instead an abiding systemic thoroughfare of interaction between humans and technology across time, with respect to human and technological relations leading to longer stretches of events. This reflects a more processual understanding. In Di Marco’s [
57] argument, culture localization is often subtle and embodied most visibly via seasonal events concurrent with global and cultural holidays, and through this, a mild sense of identity is invoked through gameplay. Within the ACF, we adopt this expansive techno-cultural view of events, and observe the punctuating of eventful story elements across the franchise depicted in
Figure 6 in relation to player agency, temporal moments, and technology, thereby creating a compounding narrative.
In Wild World (2005), story events are echoes of thematic cultural practices found in the real world. Cyclical events include fishing tournaments and a bug-off competition that require only a passive level of participation within the bounds of outcome determination and event focus. There is limited capacity for the player’s agency to affect the wider participation. This reflects early ICT usage, where technology supports basic gameplay mechanics without being able to significantly influence player outcomes.
As for City Folk (2008), events retain cyclical structure while extending to an urban city setting. However, events remain confined to the village, and player agency continues to be limited to participation rather than creation. This stage shows moderate technological evolution that allows expanded geographical limits for players, but still constrains player impact to pre-determined actions in the game narrative.
New Leaf (2012) signifies how story events are integrated into the game’s narrative. Celebrations of various events in substance recurrently consolidate cultural localization in games, as player-driven decisions reflect both aesthetic preferences and cultural engagement through new festivals and interactions [
57,
58].
Story events in New Horizons (2020) have undergone an evolutionary change by prioritizing the diversity and preferences of players. Events range from global celebrations of Chinese New Year and Halloween to in-game Fishing Tourneys and Bug-Offs. Relevantly, festal items attached to real-life culture are featured for limited time by game shopping service. Owing to advanced network communications and server–client architectures, players are able to celebrate these events with other players across different geographic locations.
5.1.4. Evaluations
Evaluations convey the thoughts and emotions of characters, or narrators, about events that take place in a story [
60]. In ACF, evaluations are connected to resolutions and provide evaluative feedback on the consequences of the player’s decision-making as presented in
Figure 7.
In Wild World (2005), evaluations are quite limited and are typically found in the form of very short comments from NPCs regarding normal events in the day-to-day life of an Animal Crossing. These comments provide evaluative feedback, but do not elicit any substantial emotional connections or deep appraisal of the player’s actions. This is indicative of a general absence of ICT devices earlier on in the series, as these simple comments result from basic data tracking and scripted comments from characters.
City Folk (2008) provides a broader set of evaluations through the NPCs interactions that take place in the mayoral city. However, even in the mayoral city, evaluations remain transactional and only acknowledge progress the player has made in particular activities, for example while shopping or bidding on items at an auction. Even with a broader spatial context, these evaluations continue to be simple scripted responses relating to daily accomplishments, rather than reflections of meaningful narrative progression and development.
With New Leaf (2012) and the player’s role as mayor, the nature and degree of evaluations alter entirely. NPCs begin to acknowledge when players, based on their own actions, improve their ordinances or have completed public works projects. These evaluations establish broader feedback on emotions and social dynamics, namely the incorporation of responsibility on the part of the player.
On this account, we suggest that this transformation characterizes evaluations that transfer narrative significance involving a series of social interactions [
27]. This version contributes to a significant ICT advancement, integrating algorithms that track and respond to a broader range of player actions, enhancing the narrative impact of evaluations by making them more responsive and contextually relevant to the player’s decisions.
In New Horizons (2020), multiple layers of assessments constitute evaluation mechanism, covering player decisions, community interactions, environmental rating, feedback messages, and item granting. Among them, the island rating system belonging to environmental rating provides regular evaluations of the player’s geomorphological reformation on his/her own island. This feedback motivates improvements and the highest, three-star rating. This system transforms evaluations into structured goals, where players are encouraged to continually develop their island to receive higher ratings and unlock additional features, such as inviting the singer K.K. Additionally, evaluations extend beyond NPC feedback, as other players visiting the island can offer their own reflections, adding a social layer to the evaluative process. With complex feedback systems that integrate real-time data analytics, social networking features, and enhanced user interface design to facilitate a multi-dimensional assessment process, advanced ICT implementation is evident.
5.1.5. Resolutions
With respect to the resolutions element, Sanders and Van Krieken [
34] refer to this component as outcomes. Resolutions signify a juncture where the narrative structures have been combined, thus achieving closure. Within the ACF contexts, resolutions are not linear story conclusions, but a compound of player agency and narrative changes. To clarify, it is relevant to connect this narrative element to the wide-scale dynamics of simulation, orientations, story events, and evaluations (see
Figure 8). Resolutions in the context of ACF exemplify how these characterizations have varied outcomes that reflect differences in scale and impact due to player action and the version of the game.
In Wild World (2005) and City Folk (2008), the term resolutions should be understood not as endings in story arcs, but outcomes to cyclical, predictable patterns of daily activities. This is based on a real-time synchronized experience, or one that falls outside a linear narrative structure. Early ICT and applications in these games, allowed players to engage as active participants in a game rather than reaching a conclusion.
By
New Leaf (2012), resolutions begin to merge with player agency. Having assumed the mayor position, PCs sustain active relevance with game world construction. Their choices trigger direct consequences for the aesthetic and functionality of the village, which in addition determine the daily lives of its NPCs. This transformation is facilitated by advanced ICT implementations, including game engines [
3] and data management systems that track and adapt to complex player inputs that result in dynamic open-ended resolutions.
As for
New Horizons (2020), resolution mechanism responds to player agency mainly in the form of island terraforming and resource management. Specifically, terraforming permits players to modify the island’s physical and social environment following their aesthetic and social-behavioral preferences. This innovation not only fosters unique, open-ended resolutions, but also deepens the player’s role as a creator, accommodating a personalized narrative that dynamically evolves with their decisions. In this game generation, the game engine utilizes algorithms to track and respond to player inputs, exemplifying an application of ICT innovations that crafts a deeply personalized and evolving narrative landscape [
3,
4].
Furthermore, the multiplayer system that allows other players, with the island owner’s permission, to engage in terraforming extends the narrative resolutions beyond solitary actions. Consequently, collective efforts become integrated into the game’s emergent narrative construction. Meanwhile, advanced synchronous communication and cloud-saving technologies collectively provide fundamental support, forging enduring player engagement in contemporary digital era.
5.1.6. Characters
In the evaluation of the role of characters within the Animal Crossing franchise, the respective functions of both non-player characters (NPCs) and player characters (PCs), as well as their internal interactions, are considered and exemplified in
Figure 9.
In
Wild World (2005), NPCs iteratively follow pre-defined scripts. They offer routine feedback and interact with PCs without generating any game progression. Specifically, by following this, players are confined to rigid rules, primarily aiming to integrate various goals into a game [
28,
38]. NPCs have passive roles, primarily reinforcing the daily rhythms of village life. The PCs’ interactions with these NPCs demonstrate minimal ICT integration, manifesting as predominantly scripted exchanges with no complex algorithms dynamically influencing their behaviors in response to player actions.
NPCs in City Folk (2008) remain static in terms of narrative depth. The expanded environment offers more activities, although the essential function of NPCs as service providers or companions does not deviate remarkably from earlier versions. This continuity indicates a moderate evolution in the use of ICT to deepen character roles within the game’s narrative structure.
The evolution of NPC roles begins in
New Leaf (2012), where the dynamic between NPCs and the player becomes more complex. NPCs assume different divisions of labor, namely mayor assistant, shopkeepers, and villagers. They react directly to the player’s decisions, creating a sense of community. The relationship between the players and NPCs grows more reciprocal, aligning with the player’s increased agency in shaping the village. Advanced programming and database management systems [
3] are implemented to track player interactions and dynamically adjust NPC responses, enhancing the narrative impact of each character within the game.
By New Horizons (2020), NPCs not only comment on environmental changes and player actions, but also participate in an evolving narrative. The introduction of island customization and terraforming makes NPC feedback more integrated into the game’s world-building mechanics. This integration is facilitated by complex scripting and event-trigger systems that activate different NPC responses according to specific player actions and changes in the environment. Another notable reflection of technological advancement is the integration of amiibo cards, allowing players to invite specific NPCs to their islands. This technologically enhanced player agency involves character selection with island development. Players are granted to personalize their island’s social dynamics, thereby tailoring a personal narrative. The use of amiibo technology demonstrates the application of ICT in enhancing interactive storytelling and player engagement through customizable character interactions.
5.2. Narrative Structure of Official Materials
RQ9 is illuminated by examining cohesion, syntactic complexity, and narrativity constructs across the four major ACF iterations: official materials indicated a systematic equilibrium between continuity and change. Following this, the franchise has preserved its core narrative identity while enhancing its communicative practices, especially in New Horizons, which indicates that while officially, narratives remain captured in franchise continuity, their rhetorical and structural labor has made congruous adjustments to advances in the player experience and interactive engagement.
After that, we compiled the linguistic structure index derived from principal component analysis of the textual transcriptions of all official materials from the four Animal Crossing generations from 2005 to 2021, resulting in 54 emergent parameters of linguistic structure for the models.
These parameters (see
Figure 10), including DESPC, DESSC, DESWC, DESWLsy, DESWLsyd, DESWLlt, DESWLltd, PCSYNz, PCSYNp, PCCNCz, PCCNCp, PCDCz, PCDCp, PCVERBz, PCVERBp, CRFNO1, CRFAO1, CRFSO1, CRFAOa, CRFCWO1, CRFCWO1d, CRFCWOad, LSASS1, LSASSpd, LSAPP1, LSAPP1d, LSAGN, LSAGNd, LDTTRc, LDTTRa, LDVOCD, CNCAll, CNCCaus, CNCAdd, CNCPos, SMCAUSv, SMCAUSvp, SMINTEp, SMINTEr, SMCAUSlsa, SMCAUSwn, SYNLE, SYNMEDwrd, SYNSTRUTa, SYNSTRUTt, DRVP, DRAP, DRPP, DRNEG, DRGERUND, DRINF, RDFRE, RDFKGL, and RDL2, constituted the final multivariate dataset.
Figure 2 visualizes the distribution of text features across the first three principal components (PC1, PC2, and PC3). Each color represents a linguistic dimension category. The retained indices cover all selected Coh-Metrix dimensions, ensuring that principal component analysis captures a more comprehensive linguistic representation without skewing toward a limited set of features.
The principal dimensions derived serve as the primary axes for assessing textual changes in the franchise’s official materials. We delved into the calculated component scores across different game versions, visualizing and measuring the degree of persistence and evolution of linguistic structures across the four generations of Animal Crossing.
- PC1:
The structural lexical variety.
The presence of DES indices (DESPC, DESSC, DESWC, DESWLsy, DESWLsyd, DESWLlt, and DESWLltd) suggests close correlation to text length, word count, sentence structure, and paragraph segmentation, capturing the scale and density of textual information. The inclusion of PCSYNz and PCSYNp (syntactic simplicity), PCDCz and PCDCp (deep cohesion), SYNLE (words before main verb), and PCVERBz and PCVERBp (verb cohesion) indicates syntactic structuring and logical organization. Additionally, PCCNCz and PCCNCp (word concreteness) suggests the presence of concrete discourse markers that facilitate better comprehension.
CRFAO1, CRFCWO1, and CRFAOa (indices for argument overlap and content word overlap) are used to measure the lexical repetition that reflects referential cohesion. LSAPP1d and LSAGN are used to measure both the average cosine similarity of lsa between adjacent paragraphs and the average value of each sentence.
LDTTRc, LDTTRa, and LDVOCD (lexical diversity) measure variation in word choice and represent the range and distribution of the vocabulary used. SMINTEr (intentional cohesion) is the ratio of intent words compared to actions or events words. Finally, RDL2 (readability index) suggests that PC1 reflects the reading accessibility of the texts, specifically how the structural and lexical density of a text impacts comprehension.
- PC2:
Semantic cohesion and logical structuring.
Propelled by referential cohesion (CRFNO1, CRFSO1, CRFCWO1d) as well as latent semantic analysis (LSASS1, LSAPP1), PC2 assesses the semantic coherence across sentences and paragraphs by estimating the degree to which the textual units overlap in reference or concept. The high incidence of connectives (CNCAll, CNCCaus, CNCAdd, CNCPos) suggests that a given dimension represents an element of logical structuring and discourse organization. These explicit markers of coherence (e.g., causal, additive vs. contrastive) indicate that the use of these connectives in structured units contributes to coherence with the larger discourse.
Additionally, the situation model indices (SMCAUSv, SMCAUSvp, SMCAUSlsa), which relate to causative verbs and causal cohesion, assess the semantic overlap of verbs. The syntactic complexity indices (SYNMEDwrd, SYNSTRUTa, SYNSTRUTt) suggest some relationship with sentence structure, but it is also evident that paragraph level coherence is fairly important in textual connectivity.
Finally, aspects of written syntactic density reference the incidence of adverbial phrases, prepositions, negations, and infinitive phrases, and the combined patterns of use constitute not only difference in density, but also fidelity of the linguistic construction. The indices of readability (RDFRE, RDFKGL) refer to the accessibility of reading the text, and higher scores indicate a more accessible text for readers.
PC2 measures semantic consistency across sentences and paragraphs, capturing textual coherence, structural organization, and readability through referential cohesion, latent semantic analysis, causal relations, syntactic complexity, and readability indices.
- PC3:
Stability of syntactic patterns.
PC3 is shaped by referential cohesion (CRFCWOad), which captures the degree of content word overlap between adjacent sentences, reflecting local textual continuity. Additionally, latent semantic analysis (LSASSpd, LSAGNd) emphasizes semantic similarity in both sentence pairs and general discourse, weighing the stability of meaning connections.
The presence of situation model indices (SMINTEp, SMCAUSwn) indicates the occurrence of event process words, as well as the overlap of wordnet among verbs.
Moreover, syntactic pattern density measures (DRVP, DRGERUND) further delineate the structural characteristics of this component. DRVP explains the recurrence of to-infinitive constructions that function as nominal, adjectival, or adverbial elements. Meanwhile, DRGERUND captures the prevalence of verb-derived nominal constructions, in regard to grammatical styles and processing demands.
Higher PC3 scores indicate more reliable local semantic repetition, greater referential contention, and observable patterns in specific syntactic forms, whereas lower scores are associated with looser syntax, less semantic overlap, and increased reliance on implicit affiliate cues instead of explicit structural clues.
The linguistic composition of the analyzed dataset pattern presented variation in terms of documented literature [
50]. To account for the variation in the current study, PC scores were calculated based on sums of standardization common of their PCA loading rank.
where
is the factor loading of the
i-th linguistic index in the principal component matrix,
indicates the standardized value of the respective linguistic feature.
The values presented in
Table 5 represent the relative PC scores along the principal components that were extracted for each game, while allowing us to compare and decide the nature and direction of individual text as a concurrent linguistic theme over time.
The PC scores across conditions refer to the standard deviation and shed light on which language structure persists or evolves.
is the principal component score of the i-th game version. represents the mean principal component score across all versions. is the total number of game versions analyzed.
Higher standard deviation values would mean a considerable change in linguistic property, or that the language has evolved, while lower values reflect similarities in textual composition and lexical choice. The standard deviation was also visualized in a biplot format below in
Figure 11.
The biplot shown in
Figure 11 represents the principal component analysis (PCA) results, displaying associations among linguistic features across four game versions (
Wild World, City Folk,
New Leaf, and
New Horizons). The colored points depict different game versions, with their distance to one another designating the extent of linguistic similarities or differences. Points that are relatively close to one another suggest the respective version have similar linguistic characteristics, while points that are further away represent more significant differences.
The blue lines depict the linguistic features examined in Coh-Metrix, and the direction of the vectors illustrates to what proximity each feature aligns with the principal components. In a biplot, the length of the lines represents the variance of the variables. The longer the line, the greater the variance and, ultimately, the larger the variable contributed to the differentiation of game versions.
The principal components, PC1, PC2, and PC3, represent different levels of variance in the dataset. PC1 (37.087%) refers to the highest degree of variance, explaining the greatest differences across linguistic features between the game versions. PC1 is followed by PC2 (34.066%) and PC3 (28.908%). Each game version is located along each of the respective axes, which offer validity of how the game versions are variant linguistically based on the features examined.
Within
Figure 11, New Horizons is most distinguished from the three other game versions, as it is found furthest from the other versions. The game version
Wild World is the closest with
City Folk, suggesting the two have greater similarities. Additionally, noting the length of the blue vectors illustrates the linguistic features that play primary roles in differentiating the game versions in this context, suggesting its structure may have changed each time a game version was released.
From a persistence-based lens, some aspects of the textual structures remained consistent across the games, creating continuity in communicative structure. The other two game versions, Wild World and City Folk, indicated they maintain high instructional positional variance (PC1: 16.68, 16.78) of their official texts across game versions. In semantic terms, the structure of meaning established consistency and logical continuity (PC2), whereby Wild World (14.78) retained their coherence by maintaining the logical structures. With City Folk (6.25) a decline was observed, suggesting they shifted towards dynamism and interaction between the actor and character. The level of structural position is also true for syntax stability (PC3). Wild World (9.05) and New Leaf (1.40) also retained a relatively same structure in ratio.
Specifically, for example, referential cohesion that is explained by CRFNO1, CRFSO1, and CRFCWO1d indicates that the way official materials support connectivity across sentences and between referents as a functioning construct has not shifted much in these contexts. Similarly, lexical diversity (LDTTRc, LDTTRa, LDVOCD) has been regulated across and amongst each version, which suggests control over variation of words uniformly. Additionally, the level of syntactic complexity indicators (SYNSTRUTa, SYNMEDwrd, SYNLE) also indicates that the official texts retain balance either way by ending up with sentence structures consistent from one to the next across time.
Nevertheless, linguistic change is evident across multiple dimensions, particularly in how descriptive richness, logical organization, and semantic profile have changed in relation to new marketing strategies. New Leaf (PC1: 1.24) is the most notable change, suggesting a movement towards more concise and focused text types, while New Horizons (PC1: −34.70) demonstrates a significant evolution in lexical diversity, likely due to the inclusion of more immersive, narrative-driven official content. New Leaf (PC2: −29.40) shows the greatest departure, indicating a more informal and perhaps experimental official style, while New Horizons (PC2: 8.36) somewhat reinstates semantic continuity, although in a more contemporary format. The syntactic predictability of City Folk (−14.53) is more pronounced, signaling simpler or more fragmented sentence construction. The New Horizons (4.08) reinsertion of a more predictable syntactic structure suggests a more textually polished presentation.
The increasing variability in sentence length, number of words, and syllable density (DESPC, DESWLsy, DESWLsyd, DESWLlt, DESWLltd) could also suggest a variation in ways that official materials communicate around the scope of gameplay experiences. Such motion toward changes in sequencing are aligning more closely with industry trends toward engaging marketers who incorporate more story and dynamic interaction frameworks into their marketing materials. Similarly, logical connectedness (PCCNCz, PCCNCp, PCVERBz, PCVERBp) has undergone considerable alteration, suggesting a rise towards more dynamic descriptors framed around player interaction that continues to align with increasing player agency within the gameplay.
Additionally, the structural markers for latent semantic integration (LSASS1, LSASSpd, LSAGN, LSAGNd) continue to display a notable divergence, indicating how the franchise’s official texts have altered to put greater emphasis on thematic depth and emotional inclusion rather than merely describing gameplay mechanisms. The shift in situation model and inference features (SMCAUSv, SMCAUSvp, SMCAUSlsa) further underscores this shift, indicating that the emergent and cause–effect relationship within official texts is now apparent and certainly mirrors the increasing emphasis on social engagements and emergent narratives possible within the game world.
The dual persistence of the core and altered text structures reveals a refining of communicative strategy, rather than an overall change from past texts structures. While older official content undoubtedly emphasized clear and expository description, newer official texts show greater narrative density and rhetorical layering, aligning more closely with a broader immersion and new story-driven marketing messages. This underscores the franchise’s ability to remember its fundamental linguistic anchor, while continuing to define its new engagement strategies to provide more user-focused text structure and inclusions to align with evolving player expectations of their interactions.
Table 6 presents the sentiment scores across official materials belonging to the Animal Crossing franchise. A consistently positive orientation (compound ≥ 0.991) is exhibited throughout the whole franchise, indicating the strategic emphasis on optimistic tone.
Table 6 illustrates the sentiment scores among the official texts on the Animal Crossing franchise. A general positive lean (compound ≥ 0.991) is apparent throughout the franchise, indicating a strategic approach to presenting a positive tone.
However, the distribution of sentiment differs across the four titles. Wild World (pos: 0.147; neu: 0.845) and City Folk (pos: 0.175; neu: 0.824) were classified as containing accessing sentiment strategies, with high proportions of neutrality and a number of positive sentiments. New Leaf (pos: 0.158; neu: 0.832), while showing a slight increase in neutrality, indicates a more reserved emotional tone. New Horizons (pos: 0.194; neu: 0.797) demonstrates a clear intention of positive, effective, and enthusiastic forward-looking suggestions, marked by notable enthusiasm. This trend shows clear adaptation to industry trends that redefined marketing with player expectations in mind.
The negative sentiment scores were also consistently low (neg ≤ 0.009) across the versions, further showing a consistent strategic avoidance of negative language and anchoring firmly to its original appeal, an escape from reality for leisure and play.
Overall, the conclusions of the sentiment study reflect a cohesive communication strategy that is showing an evolving strategy that remains consistent in its approach to trend from neutrality to positivity. While early official texts maintain language that is consistent and expository, the later editions seem to show an evolution toward more engaging, narrated, or immersive texts that meet evolving audience expectations and present marketing trends.