sure landscaping and crafting did not have any wait-time restrictions. They also tied seasonal events to updates instead of implementing the content into the game from the beginning so players could not skip ahead and retrieve exclusive items. The interest rate in the game's bank system was also decreased to lower the incentive of time-traveling. Although the developers intended no time-traveling to be the ideal way of playing, they did not shun the concept entirely. Art and graphics The game's art director, Koji Takahashi, went under the philosophy of "trigger of play". The concept makes sure there is something within the player's field of vision or grasp that would want them to explore the concept. With this, the island was designed from a 45-degree angle similar to that of a cylinder, or a "curved" perspective, where the player could view other content occurring in the background that would "trigger" them to investigate further or interact. By making an everyday concept simple and easy to grasp, it would cause the player to explore it further and be able to easily pick up the new material. If the game's art was complicated and realistic, according to Takahashi, the player would possibly receive too much information and make progression difficult. The simple design allowed for a multiple of one object to be stacked close to each other, such as flowers, or allow for simplistic objects to compliment others. By leaving empty space and with a simplistic design, with simple graphics and little nature complexity, Takahashi explains how it would have the player attempt to fill in that gap with their own perspectives and ideas, called the "imagination gap", and further motivation to create their own designs and space with the features available. In the game, the grass is designed to look like that of a checkerboard. Although this concept was in prior titles due to a lack of hardware complexity, the concept remained because it could be used as a form of expression for the player and allow them to conceptualize ideas with the "imagination gap". Art designer Hiromi Sugimoto made sure furniture would lead to motivation and hard work, and thus make the player want to connect with others to show off their achievements. He made sure the furniture could be customized by the player to ensure the difference between islands that would motivate visiting others and seeing unique ideas. Each furniture