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  Sketch notes on three weeks of Farmville
by Shava Nerad on 03/23/10 01:28:00 am   Featured Blogs
9 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 03/23/10 01:28:00 am
 

It's professional research.  Originally I thought I'd play for a month, but I couldn't really take it -- too much grooming and calendaring and sort of interrupted grinding.  If I wanted to play this sort of game, I think I'd play Trevian -- but I don't play Trevian.

A friend of mine asked me on Facebook, when I bailed, to give him some thoughts, and here's the exchange:

My status was --

Shava Nerad After three weeks or so of Farmville immersion and research, I have reached my limit. Thanks for the run guys! (*phew*)

And my friend asked:

Some geek had to tackle that one... Glad your brain didn't turn to mush... I'd love to see your report? Or maybe just a few choice words on why it works?
 
 
Not very formal, sort of stream of consciousness, but here are some thoughts:

Honestly, the whole thing struck me as a social game that had the pleasant mindlessness of a coloring book, combined with a little optional math and Sims home decorating -- on a Neopet/Tomagachi framework (feed it or it dies, take care of it and it smiles). Plus the usual progressive reward system and social game bits.

But it's actually a pleasant rhythmic thing to have an excuse to tap your friends and tell them you care (whether you actually do or not..). ... See More

There's something irrepressibly nice about logging in and seeing that a friend tended your crops and fed your chickens while you were gone. When you find something special, you can share it with your friends -- and of course, you get bounty they share with you.

There are time-limited seasonal minigames, like the current leprechaun gold people are collecting and sharing for St. Patrick's Day.

And there's a collector magnet, in terms of limited time availability titles and virtual goods.

All in all, it's a happy game, kind of like playing a simple card game over a mellow evening with friends, but asynch and not much actual talk.

For the achievers there's a point system, for the artists there's a competition for the prettiest/most creatively laid out farm of the week.

And for so many internet users, shut in our little urban boxes, there's a nostalgia for brushing a calf or planting and harvesting a field. This is a sanitary outlet for that nostalgia, no manure, no real labor. A social passtime where you can't really *lose* (although if you let your crops whither, you either have to pay real money to revive them or rebuild your reserves).

The Zynga business model is another thing -- and that's a lot of what I was studying too (without participating -- I didn't actually spend a dime). There are special things you can get only with the bought currency. I can see how it's a micropay cash-mill for them.

A *lot* of people play. I have people in my social circle who I'm actually pretty stunned by how much time they've put into this game, obviously visiting it for significant time (1/2h-1h) several times a day. Critical mass is pretty important to this kind of game. If you don't have active friends, there are things you can't do (like expand your farm) without paying cash -- so there's an incentive to assimilate your friends into the borg.

Plus, there are offers you can take from marketing folks mostly (many of which have the reputation for being kind of gray and scammy -- I think TechCrunch called them on that a while back) that give you the bought currency without you spending money -- at Zynga -- but most of those offers require spending money eventually with the promotional partner.

There's nothing worse about Farmville than there is about being hooked on, say, a daily soap opera, assuming you aren't going broke or neglecting things over it.

On the other hand, it makes me reflect on my own habit of engaging in the fantasy of killing monsters, beasts, and people -- to relax. Virtual farming just can't hold my interest. But what does that say about me? :)

Really, what I think it comes down to, is that my sense of achievement through mastery of a system, through strategy, and my puzzle solving circuits are just not engaged by these games. My reasons for gaming are different.

For the record, I'm currently playing mostly Eve Online, which is probably the uber geekiest game, an arbitrarily deep sandbox of user created economics/politics (and blowing shit up). About as far from Farmville as you can get and still me a massive multiplayer online game! :)

And, of course, I'm developing a psychotropic social dancing virtual world based game. So call me Homo Ludens...:)

 All in all, I'd rather be mining in Eve, tyvm!

 
 
Comments

Alexander Bruce
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"On the other hand, it makes me reflect on my own habit of engaging in the fantasy of killing monsters, beasts, and people -- to relax. Virtual farming just can't hold my interest. But what does that say about me? :)"

I think that this sums up the value of the game, and why social games seem to be the major current trend. If there's all of these people willing to spend just as much time on games as normal gamers, who just aren't being catered to, it makes perfect sense to realign what you're selling.

Kevin Kissell
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Eve online it the best MMO game to date, you can be anything you want, do anything you want. It is truly a thinking man's game. WOW is for people who ride the short bus. :)

Alexander Bruce
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Oh I don't know, nothing beats Ultima Online, but I've heard many people say that I'd like EVE for the same reasons. I don't play MMO's anymore though, because I don't have as much time to burn as I used to.

Robert Gill
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You deserve whatever game or type of smoothie/pizza combo you want.

Three weeks in a row?

I tried playing it and I thought trying to play darts with a pencil was more entertaining.

Shava Nerad
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@robert Yeah, well... I was aiming for a month. But as a gaming exec with a background in anthropology, marketing, and cogsci -- I really wanted to understand the popularity. The game we're designing is social, but is a virtual world based game, and even with Unity3D or somesuch, I doubt we'd get what we want in a browser game for the forseeable future.

But I would like to figure out a way to broaden my potential market, and Zynga has a formula -- it's not my formula, but I think we should all be learning what we can from them, and not dismiss them out of hand.

@alexander I never played UO but I had friends who did (I was still creating MOO content at the time) and from what I understand you might really enjoy Eve. It really is a sandbox, very few rules. For example in PvP, you can attack anyone anywhere. However, if you attack them in policed space, you had better be flying a cheap ship, because it will be blown out from under you.

Recently people invented a profession (it's a totally skill based system, no levels). Recently, wormhole exploration was added to the game. However, you can get stranded without a way to get back to normal space. A group of entrepreneurial players (many of whom one might have considered pirates if they were not on missions of mercy?) created a wormhole rescue service to scoop stranded pilots out of their predicament. It seems...obliquely related to a pirate holding you for ransom. But consensual.

Take a look at some of the writing at Terra Nova on Eve to get a good idea of the flexibility of the community and game design. It's wonderful, and geeky (in that there's lots of math involved in absolutely anything you take up). So you do end up with a lot of testosterone in the community, but it's a very different feel than any MMO on the market.

It'll be interesting to see what Incarna (the fall expansion, adding humanoid avatars who can actually walk around, rather than the current ship-only avatars) will change in the community. Or the advent of Dust, which will add a FPS planet-side *separate game* with ties to the space game through corporate contracts, working to dominate terrestrial territories on the ground related to the sovereignty and resource gathering games in the space game (Eve itself).

CCP is my most admired MMO company. They grew small, have a great relationship with their community, awesome technical chops, and when they don't exhibit an uncanny feel for the expansion of the game, they're transparent and adjust.

Although my own studio is creating a completely different kind of game, I hold them as a role model! (and Raph too, for that matter!)

John Trauger
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Farmville is casual. You can invest hours in it or minutes and put it down at a moment's notice.

Farmville is social: It is in fact completely cooperative. Not only do neightbors help each other, it's impossible for anyone to do anything to harm or slow the progression of someone else's farm. Only refuse to help it along.

Farmville is viral: It put huge amounts of "churn" up on your facebook wall and encourages you to involve your freinds as noted in the article.

Farmville follows many conventions of a "free to play" MMO in terms of the way they use microtransactions.


Eve is kind of on the opposite end of all these things.

Eve is anything but casual.

Eve provides probably one of the most different and detailed ways of screwing with someone else.

Eve is not particularly approachable. You either like the calculating/spreadsheet dynamic of Eve or you aren't going to last.

I'm not conversant with Eve and if their use microtransations. The fierce competetive/exploitative atmosphere suggest that any microtransaction item that gives a noticable benefit becomes required to compete.

Chris Sykora
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I think the convenience of play and collection is what brings people back. The reward schedule sounds like it learned its ways from WOW.

Shava Nerad
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@John no "microtransactions" per se in Eve Online, but you can buy and sell "plex" which are one month pilot licenses. In this way, if you have I think about 55M isk (in game currency) to spare, you can buy a plex from someone and never have to give CCP a dime for your subscription. On the other hand, if you have cash but not enough time to do all the many things one might do for isk in-game, you can buy plex for a bit more I think than a subscription, and transfer via an interface, so you can sell a month of subscription plus surcharge in cash for about 55M in in-game currency, conversely.

I'm actually kind of surprised this doesn't mess things up -- but at the top of the game, things like POS (space stations) and capital ships run into the billions -- so buying plex is probably only a win for a player in their first year or some such.

It would be interesting to hear CCP's staff economist on the impact of the plex market on the economy, actually. I'll have to search that out, see if it exists...

@chris That reward schedule well predates WOW, paduan...:) But there are different parameters to the reward structure in casual games. Nice discussion here: http://www.casualgamedesign.com/?p=42

One of the major differences is the requirement that casual game rewards not only be satisfying, but avoid frustration. I think a lot of core games design around *overcoming* obstacles for an eventual "hah! I beat it!"

Hmm... maybe my next blog article will be on the differences in reward designs in core/casual games. Thanks for the inspiration!

Jesse Tucker
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Shava, thank you for this article. It pretty much outlines any redeeming quality that the game has. As far as I can tell, personalization and community are the two strong points. I've been curious about the game, but have kept my distance because it just doesn't seem to have the types of things I'm looking for in a game, and also because of the sleazy videos of Zynga CEOs.

Thanks for doing the research so I don't have to! :)


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