Collaborate with Emily on a clothing boutique

MayorLouise

Greenhorn
I think it would be wonderful if my character could collaborate with Emily to open a clothing boutique. Emily just gifted me a sewing machine, so I started experimenting a little with crafting clothing. I think it is a really neat aspect of the game and a fun way to use cloth and random resources. However, having new outfits that are only for my character isn't enough to keep me experimenting with the machine-why not just sell the cloth/resources instead? I think that clothing should be able to be sold and gifted. If you make a nice shirt, you should be able to throw it in your box to sell or to give it to an NPC as a gift. That would make experimenting with the sewing machine worth it and it would be a great way to use up some of those random resources that no one wants (an example being some of the minerals you get from geodes-Gunther only wants them once, and the NPCs seem to dislike them as gifts). To take it even further, I think it would be really neat if you helped Emily open a clothing boutique/crystal emporium and you could help supply her with items to sell. This would be a fun and rewarding way to use cloth and gems/minerals from mining expeditions. It would also get Emily out of the saloon (as she says she doesn't want to work there forever) and get her doing something that she is passionate about! Thoughts?
 
That's a pretty neat idea for extending content and creating a bit more storyline or perhaps even a mini-game. I have to admit I was craving the tasks done to be a bit more interactive or hierarchical, and supporting elaborating functions. So imagining that each time delivering stuff to the saloon upon which the tasks build or stack some kind of new function, so maybe each quest enables a new thing to be sold or made there to unlock the content (that kind of thing). To me, a saloon is a social point and should have more function than just a place to go earn friend points, buy a few things, or bring Pierre stuff. I hoped for more intricacy and creativity surrounding the saloon In general, and was a bit disappointed in how one-dimensional it was. It would be interesting to see what you mention though, it is pretty clever! Maybe that's a good suggestion for a sequel? Maybe her shop is in Zuzu city? Doing that with Emily is a fabulous idea!
 
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MayorLouise

Greenhorn
That's a pretty neat idea for extending content and creating a bit more storyline or perhaps even a mini-game. I have to admit I was craving the tasks done to be a bit more interactive or hierarchical, and supporting elaborating functions. So imagining that each time delivering stuff to the saloon upon which the tasks build or stack some kind of new function, so maybe each quest enables a new thing to be sold or made there to unlock the content (that kind of thing). To me, a saloon is a social point and should have more function than to just be a place to go earn friend points or bring Pierre one-dimensional stuff. I hoped for more intricacy and creativity surrounding the saloon In general, and was a bit disappointed in how one-dimensional it was. It would be interesting to see what you mention though, it is pretty clever! Maybe that's a good suggestion for a sequel? Maybe her shop is in Zuzu city? Doing that with Emily is a fabulous idea!
I like the idea of Emily of opening a shop in a new location outside of Pelican Town. I think she'd like that. I think the biggest thing is just having some larger use for crafted clothing. It is a really neat aspect of the game, but there isn't enough of a reason to really dive into it.
 
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