How Donut County and Animal Crossing See Change as a Good Thing

There is something so satisfying about the slow, meticulous mode of destruction in a videogame. In Ben Esposito’s Donut County, destruction comes in the form of a raccoon-controlled hole that grows every time a new item falls into it and consumes everything it comes across. It sounds dangerous, as if death and destruction would be the most obvious and immediate results of a large hole in the ground, but Donut County is calm and quiet. It’s so soothing that you’ll start to find it strange how relaxing it is to watch a town be destroyed.
I’m less interested in the massive explosions and chaotic annihilation found in games like Grand Theft Auto or Minecraft. Watching cars erupt into a mass of metal and fire or watching big blocks of dirt disappear from the strength of one creeper can be exciting, but those silent, steady losses are what feel so much like real life, like change, whether welcomed or not.
Controlling a massive hole bent on eating up everything feels like trimming hair—that addictive urge to cut a little more, a little more, until you’ve gone a little shorter than expected. It’s clipping finger and toenails, listening to the loud click of the nail clipper, but without gross bits of nail flying everywhere. Donut County gets at the beauty of the slow build of change. Each section starts with a small hole that feeds on rocks and grass until it eventually grows large enough to reach people and buildings. Large change, like a move to a new state, or the birth of a child, can be exciting but terrifying. Small changes may seem unimportant, but they can leave a great impact, especially over time and as they add up.
Donut County reminds me most of the sensation of plucking weeds or stomping roaches in Animal Crossing. Both acts are a sign of an unkempt town—weeds appear every day and can soon overcome a town, and roaches appear in homes after a week of not playing. As sad as it may be to see these things, making them disappear is cleansing. Scouting for weeds to pluck is like taming a stray hair, and stomping a roach is a small game. The reward is a clean home and town.