This doc is read-only because there are too many people editing right now. The key is to look beyond the core game play, and realize that Zynga are very good at something else than gameplay. Meidell: if you're not interested in making so-called "social games," you can still learn from farmville.
This doc is read-only because there are too many people editing right now. The key is to look beyond the core game play, and realize that Zynga are very good at something else than gameplay. Meidell: if you're not interested in making so-called "social games," you can still learn from farmville.
This doc is read-only because there are too many people editing right now. The key is to look beyond the core game play, and realize that Zynga are very good at something else than gameplay. Meidell: if you're not interested in making so-called "social games," you can still learn from farmville.
This doc is read-only because there are too many people editing right
now. Try again
Hi crowd, Sorry if the access is flaky, I was caught a bit off guard by the lev el of interest in this entirely unfinished article, and google docs apparently has a limit to the n umber of public users. Here’s a mirror of the article on my blog. Follow me on twitter: @brianmeidell
What I Learned From FarmVille -
So You Don’t Have To Play It by Brian Meidell (brian@spacetimefoam.dk / linkedin / http://spac etimefoam.dk/) Please Note: This is a living document! I’m dumping rough text into it regularly and polishing the ro ugh spots. Feel free to email me comments, corrections or ideas. Introduction I’m a “traditional” game designer (lately of Deep Blue Sea 2, and working on Chase Ace), and I’ve spent a few months (and some money) playing FarmVille, to understand what makes it work. I’ll continue playing it for a while yet, since there’s still grou nd I haven’t covered. I would definitely recommend other game designers to do the sa me, even while they rightfully laugh at the gameplay. The key is to look beyond the core game play (which is bad) and realize that the reason why FarmVille is very widely popular is not that th e world is broken, but rather that Zynga are very good at something else than gameplay. Why you should play FarmVille, even though you think you are better than Zynga Zynga are very good at compulsion and viral pressure, and even though you are probably better at designing basic game play than them, you can learn from wha t Zynga are good at, and improve your regular games (and their viability) with social mech anisms that may actually improve the game experience for your players, even if you are n ot interested in making so-called “social games”. Fun vs Compulsion I usually distinguish between Fun and Compulsion, when talking about gameplay. World of Warcraft and other RPGs have a lot of innate Compulsion mecha nisms, but usually also give you some Fun to balance it out. Most games have a mix betwee n Fun and Compulsion, but games that keep you playing for 60 hours and have a strong coll ection element are usually heavy on the Compulsion side, with varying success on the Fun side. I personally think that Compulsion taps into some hardwired repti le-brain behavior in people, which came about because covering all the territory or collecting all the [valuable stuff] was beneficial to survival at some point in human history. You can usually tell if you’ve been the victim of Compulsion with out Fun, if you end a game much later than you intended, and promptpy feel kind of stupid fo r not turning it off 3 hours earlier. I’m pretty sure Zynga is not concerned with Fun gameplay at all - they are only interested in Compulsion and viral pressure (which both feed their primary int erest: making money). I am not prone to play or become hooked on Compulsion heavy games that are light on Fun. Ever since I missed a couple of weeks of university classes back in the day when Fallout 2 came out, I I became very aware of Compulsion vs Fun and hyp ersensitive to games that offer too little Fun per time unit. I’m playing FarmVille in spite of this, because I think it’s interestin g to learn what makes Zynga worth more than EA (6 billion USD vs 5 billion USD), and I think i t’s my duty as a game designer to keep an open mind, step outside my comfort zone and play sh it that I really don’t like, when it seems to work for so many players. FarmVille did not become like this by accident It’s worth noting that Zynga are very heavy users of analytics, an d every change to their game is heavily tested and mined for data, to determine whether it was b eneficial to their bottom line. If it’s not, it’s scrapped. This is business- smart, but designing games purely on the basis of metrics is ultimately the kind of thing that leads to the game- equivalent of a McDonalds meal - overly optimized to sell and with zero soul or inspiration. While Zynga are pretty sleazy in their practices, there are a lot of fundamental lessons to learn from FarmVille that can be applied in various degrees to games t hat offer actual gameplay. In other words - you can use these powers for Good! In my opinion, FarmVille is quite a crappy game with zero to no F un game play and a horrible user interface, but it is full of clever compulsion- inducers and viral mechanisms that keeps you playing, and incentivizes spreading the game to friends in ways t hat push hard up against - but usually don’t overstep - the treshold of feeling like you’re outright being paid to spam oth er people. In general, FarmVille is clever about generating real value (or rat her, perceived value) only when two or more people are interacting “socially” with each other or if you straight up give them real human money. This means that either Zynga is directly making money on the us er, or they are at least keeping each other playing, which in turn raises the possibility of them ev entually spending money or generating more users by involving their friends. It’s a lovely pyra mid scheme. Semi-structured list of FarmVille mechanisms Below is a dumping ground for various observations about viral a nd compulsion mechanisms in FarmVille that work pretty well. A quick introduction to the currency types in FarmVille. As Teut Weidemann (a free-to- play game consultant) recommends, the game has two types of currency ●Abundant Currency: FarmCoins, which can be had for free by playing (you often have hundreds of thousands of these, if not millions) ●Rare Currency: FarmCash, which is rare and hard to come by - you get 1 FarmCash per level up, or you can buy FarmCash for about 1 DKK (0.2 USD) p er FarmCash unit. This is what the game is all about - getting Cash Value. Completion Urge FarmVille uses a simple mechanism to get you to benefit them in various ways, like pressing “Like”, allowing them to email you and finally (you’ll notice I did n ot allow this) post spam automatically to your wall. They do this by simply showing you a progress bar, and appealin g to your need to finish things. That 80% filled progress bar just sits there right above the game screen and beckons you to complete it. (Thanks to patio11 from hacker news for reminding me). Email harvesting - Offering Value in return for your email ●Within a short while in the game, you are given a free gift (a loc ked box) which requires a passcode that can only be emailed to you. ●Daily reminder emails (Daily Email Only Fuel Boost) to play far mville, that have value for the player, but also works as a daily reminder to go and play. Viral Pressure Mechanisms ●Neighbors ○You can invite friends to be your farm neighbors. ○Most of the interesting stuff (like good farm machines) can eithe r only be purchased with FarmCash or you can buy it with a lot of FarmCoi ns but only if you have a lot of Neighbors. ○Having many neighbors and playing a lot makes it possible to g et a lot of the things that are otherwise only possible to get with FarmCash. Th ey cost enormous amounts of FarmCoins then (for example, 2 million Fa rmCoins for a farm expansion that can be bought for 60 FarmCash) ○Kids and other people who have no respect for digital boundari es (the kind of people who will email you and 600 other people a fake virus war ning with everyone in the TO: field), will be inclined to spam heaps of peop le with neighbor requests, resulting in more users. People who are playing FarmV ille already are in the same boat of needing as many neighbors as possible, so t hey will be happy with the neighbor requests. ○Sleazy: FarmVille slightly obscures which of your friends are alr eady playing FarmVille and who aren’t, on the “Invite your friends to become y our neighbor” screen, so you’re likely to spam non- FarmVille playing friends with “PLAY FARMVILLE!” requests.. ●Gifting ○Things of FarmCash value (typically around 1 or 2 FarmCash) are available for Gifting ○When you give people gifts, you are not losing it yourself - you never owned it, you are just able to pull it from a magical cloud, but only if you gi ve it to someone (i.e. we’ll give you something of value, but only if you give it to so meone else, which also reminds them of playing FarmVille some more) ○Gifting basically lets you spam a friend with a FarmVille remind er, but it comes with something of actual cash value, that can otherwise only be p urchased with coveted FarmCash. Any FarmVille player will welcome gifts. ○Gifting frequency is limited, meaning you can’t ”farm” infinite am ounts of stuff by ganging up with a friend. You are typically limited to one gift per f riend per day (around there). ○When you receive gifts, you are prompted to return the favor, w hich you typically do, which is then returned again, etc, resulting in what I call “Gift Tennis”. This accrues slightly valuable items for both parties, but also has the effect of users reminding each other to play FarmVille all the time. ○The frequency limiting of gifting for a certain user motivates use rs to gift to as many friends as possible, as often as possible. This probably wid ely keeps people coming back, long after they intended to stop playing Far mVille. I am very interested in seeing how much pressure (and in how many forms ) I’m going to be getting when I stop playing - I bet it’s impressive. ○Sleazy: FarmVille doesn’t make it clear to you who of your frien ds are already playing FarmVille and who is not. You may well be sending gifts t o people that arrive as “Your friend thinks you should start playing FarmVille, a nd has given you this gift to get started”. ●Asking people for stuff ○Inverse Gifting ○You can let FarmVille post requests on your wall (that will show up in your friends news streams) for certain items (of the type that are typically gift ables - low FarmCash value, not possible to buy with FarmCoins). ○Your friends can click on the news item and be brought directly to FarmVille through a “Gift sent!” screen. ○This is yet another reminder for people to get back to the crack pipe. ○Sleazy: As everywhere else, FarmVille does not make it clear t o you who is already playing FarmVille and who isn’t, so you can easily spam all your non- farming friends with “Start playing FarmVille and send me a gift” messages. ●Collaborating (mostly unexplored) ○There are a lot of collaborative Value Creation mechanisms tha t I haven’t gotten into. Stuff where you can complete challenges with friends (farm X amount of Y crop in Z days). ●Trading (mostly unexplored) ○There are trading aspects to the game that I haven’t yet gotten i nto. ○It seems these have 3 purposes ■They motivate people to diversify the crops they plant, possibly creating a bit of variation in this boring game. ■They are yet another motivator to interact with your friends and neighbors ■They have yet another digital hoarding aspect, where you can c ollect recipes, upgrade them, etc, etc. All feeding back to planting differ ent crops and bugging your friends (the entirety of core gameplay in Farm Ville). Consumables: Fuel / Feed ●Fuel is important in FarmVille because it saves you a lot of click ing - it runs farm machines, like tractors, harvesters, seeders, etc. ●Fuel is not strictly necessary, but it can cut your boring farming (click, click, click) by up to 27 times (if you have a Hot Rod Combine Harvester) and poss ibly more with more upgrades. ●Fuel is a consumable - you use it quite quickly, especially if you have an expanded farm . You will always need more. ●Fuel costs FarmCash, and can’t be bought with the abundant F armCoins ●The Daily Email Only Fuel Boost is therefore worth real money. ●You can gift fuel to friends (without taking it from yourself), and ask for it from others. ●Fuel supposedly recharges over time (I’ve heard, but this might have been replaced with the Email Only Fuel Boost). Capturing Quitters I’ve heard that Zynga are phenomenal at capturing people who a re tired of one of their games, and roping them into playing a different Zynga game - this gives them great retention across their portfolio. That’s it for now - I’ll keep updating, especially once I stop playing and they start tr ying to get me to play FarmVille or another Zynga game again. h e l l o w o r l d