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  Confessions of a Dirty Farmboy
by Eric Hardman on 08/27/09 11:32:00 am   Expert Blogs
3 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 08/27/09 11:32:00 am
 

A "dirty farmboy" is what one friend called me when I admitted to being a little ashamed about playing Farmville recently. I realized I felt this way when I impulsively thought to switch the browser window the other night when my wife came in to say goodnight. Now, she has seen me play MMOs and Total War through periodically obsessive periods and I've never had that reaction, so... what's up with that? 

I think it's partly because I feel dumber with each click, and hesitant to ask friends to join. The gameplay, or activity-doing?, is so simple that there really isn't a challenge other than maybe coming back to visit at the right time. I suppose the most basic economic lessons can be derived, like "you can only spend as much money as you have," but that's a stretch and really not a challenge for folks past 1st grade at best. 

All that said, there is a micro-thrill of dopamine with every harvest and really no risk whatsoever in playing. It's not like there's any antagonist to this story, just the familiar ravages of time and mortal coils.

And, as trumpeted today by Farmville developer, Zynga, 11 million daily players can't be wrong, right? I do find myself doing math periodically, to min/max my crop choices vs. how much time I'll have before I can check my crops, but that is the outside bleeding edge of strategic thinking for me in this game. 

On a cognitive theory level, the dopamine should kick in with successfully completing a task which has been mastered. Normally, that requires a task that's within a flow zone that exists between "too easy" and "too hard." But these tasks are all painfully simple, it should be beneath almost anyone, cognitively.

It is like the MMO grind broken down to its most basic 1-click level. One thing that keeps a person somewhat interested is curiousity about what crops and animals will yield and cost as you gain access to them. The developer was wise to hide these values until the new items become unlocked, as curiosity is a powerful driver of human behaviour. 

I have heard anecedotally that there is a strong Christian following of the game in which the trend is to plant crops like a crucifix, then post snapshots to your Facebook wall. This is pretty creative and has gotten me thinking about how you could combine colors of crops, time their fruition, and create full color images with lovely shading. So on that level, this is a user content creation tool. Certainly not what I expected.

On a social gaming level, Farmville is much lower pressure than other Zynga games, a trend I appreciate. It's more of an opt-in socialization rather than one which gates your progression or feels coerced. Honestly I find that kind of "gameplay" crassly manipulative and hope there is a backlash against it. SPPLLAaaaaaCK! <--- there's my backlash. 

A few final questions: Does it make money? Is it the cute graphics? Is it the Illusion of Accomplishment? 

If anyone else has sampled this loamy little bit of flashcrack, I'd be curious to hear your impressions of why it seems to work so well. I am still kind of trying to figure it out. Wish my peppers were ripe so I could post a screenshot of my farm with this...

 
 
Comments

Gabriel Kabik
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I haven't played Farmville yet, but what you described reminds me a lot of A Tale in the Desert. What's interesting is that at its core while this approach seems to attempt to emulate the aspects of successful traditional games in regards to how it makes the player feel, it's actually working in a completely opposite fashion. Going all the way back to the first video game, Pong, and the game that revolutionized everything, Super Mario Brothers, and the game that then revolutionized everything again, Doom, fun in a game was derived from "twitch"-style gameplay. Shoot the monster before he shoots you, dodge Bowser, get your paddle over in time to hit the ball, etc. But these games really go after the other parts of your brain: the part that wants to plan and organize things; the long-view approach. It's almost like what OCD does to people in that way. It creates the illusion that certain things need to be organized in a certain fashion within a certain time frame, which then results in a sense of catharsis when this phantom stressor is defeated.

Martin Fletcher
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I have been asking the same question, "Why does it seem to work so well." I also share your mild shame in having enjoyed this forbidden fruit (maybe forbidden vegetable?). Anyway, when can, I usually ask the player why they like it. The emotional payoff is usually "it relaxes me." I think this game is sort of like a glass of wine for many--a way to tune out and wind down. I think the creative/aesthetic piece is valuable to many as well. There is a lot more going on, of course. I just thought you might want to hear what I have heard.

Derek Tumolo
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Great stuff Eric. The "Illusion of Accomplishment" article was spot on. There are a number of games on the iphone and facebook that have this same easy gameplay, combined with a constant, hidden treadmill of achievements and new items. Farmville operates slightly differently from others - in Farmville, the connection with your friend is free (in game terms), and benefits the friend.

These reminders keep users coming back. Unlike zombies, the reminder is a gift, so it won't feel like an imposition from the active users.


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