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May 25, 2013, 04:48:40 AM
TIGSource ForumsPlayerGeneralWhat Minecraft and Farmville have in common
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Chris Whitman
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« Reply #60 on: December 04, 2010, 08:29:23 PM »

I have dropped by the library at the university here to print something out for a presentation only to find that all the computers were occupied, and at least half of them by students playing Farmville or other social networking games, and this is a complaint you hear echoed basically everywhere on campus.

The amount of work time people lose to these games has also been a serious issue, and has been reported on extensively. And this is even before you start discussing how they push you to exploit your friends and contacts for in game items and prizes.
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« Reply #61 on: December 04, 2010, 08:38:37 PM »

@Jimmy: That would definitely be an interesting experiment. I can't help but feel the end result would feel a bit like playing a database (like those football management games, for instance), but  perhaps something good could come out of it.

@Chris Whitman: There's a case to be made that having these games playable on Facebook causes concerns about drops in productivity when they're played on work time, but I don't see how that's an issue specific to social networking games but not other web-based games. Isn't that something to be discussed in terms of how a university or workplace monitors the activities on its computers rather than the specific designs of the games themselves?
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Chris Whitman
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« Reply #62 on: December 04, 2010, 09:38:27 PM »

My point is that when that many people are doing something they aren't supposed to be doing, and it's the same thing, there's probably something there.

I mean, when a company has meetings where they try to figure out, "Okay, how can we get people wanting to play the game all the time," and then people wanting to play the game all the time causes a serious problem for those people and other people around them, there's an issue, and the people responsible are, to some degree, the company that is actively trying to make that happen regardless of the consequences.

Edit: I mean the difference between Farmville and the WoW model is that Farmville (and similar games) steals your life in small increments, whereas WoW gets people playing for contiguous hour upon hour.

And you could argue that isn't as bad, but interrupting your work, studies or social life constantly to get you to check stuff (when you aren't even really having fun) is obviously bad, at least when it's due to arbitrary constraints placed on the game specifically to get you to do that, and certainly recruiting you to harass your own friends is bad.
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Gimym TILBERT
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« Reply #63 on: December 05, 2010, 05:08:03 AM »

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There's an obvious solution to that though.  Of course you'd still need to keep time as a resource, you just make it a virtual resource the game tracks explicitly.  So an RPG could say, "ok, you have time for 100 battles, choose the high-level details of how and where you'll fight them."

Okay, now that's farmville

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And you could argue that isn't as bad, but interrupting your work, studies or social life constantly to get you to check stuff (when you aren't even really having fun) is obviously bad, at least when it's due to arbitrary constraints placed on the game specifically to get you to do that, and certainly recruiting you to harass your own friends is bad.

Now you have a game based on fixed schedule, You have crop with growing time from 4 to 16 hour + half that time before the plant wither. Because the schedule is fixed you don't have to check constantly UNLESS you explicitly plan your game to be like that. Most people I know who play farmville play 5 mn to wake up, 5mn at lunch and 5 more back to home (some who don't play video games makes sudoku or cross word).

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I have dropped by the library at the university here to print something out for a presentation only to find that all the computers were occupied, and at least half of them by students playing Farmville or other social networking games, and this is a complaint you hear echoed basically everywhere on campus.

This is old, back when I was into school, they complain about people installing game, then when internet came, they complain people checking personal e mail ... I have heard similar story for facebook using, checking webcomics, people news, etc... People always do that kind of stuff when they feel down time. Old news unrelated to social games.

So far social games win the healthy side of gaming consumption.

Unrelated but I want to put the popularity of social game in perspective.

When you consider that only 20%-10% people who play also pay it's not far from the 90% piracy rates of traditional game. So when people boast about social game success, it's easy to show that the scale is comparable to normal game in term of pay rate.
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« Reply #64 on: December 05, 2010, 05:22:16 AM »

OK, I think it's time to state what I really hate about Farmville: The graphics. Those characters with their googly faux-anime eyes and dumb grins. The environments that look like they were collaged from MS Office clipart. It reminds me of some dystopian vision of a communist dictatorship: A world full of clinical blandness and lobotomized mediocrity.
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« Reply #65 on: December 05, 2010, 05:43:41 AM »

Okay, now that's farmville
That's still not making time a virtual resource though?  I think a management sim would fit the description better -- like the football management sims Lemon mentioned.
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« Reply #66 on: December 05, 2010, 06:48:49 AM »

I mean, when a company has meetings where they try to figure out, "Okay, how can we get people wanting to play the game all the time," and then people wanting to play the game all the time causes a serious problem for those people and other people around them, there's an issue, and the people responsible are, to some degree, the company that is actively trying to make that happen regardless of the consequences.

I agree, if a company did that, it would be bad. Which company are you talking about? Because I don't know of any company that does that.

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I mean the difference between Farmville and the WoW model is that Farmville (and similar games) steals your life in small increments, whereas WoW gets people playing for contiguous hour upon hour.

Right, so WoW is many orders of magnitude more invasive and time-consuming, then. And yet Farmville gets all the hate. Weird.

Also, what constitutes engaging in an activity for one's personal amusement, and what constitutes having one's life stolen? I'm not clear on the distinction but it seems you are.

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And you could argue that isn't as bad, but interrupting your work, studies or social life constantly to get you to check stuff (when you aren't even really having fun) is obviously bad, at least when it's due to arbitrary constraints placed on the game specifically to get you to do that, and certainly recruiting you to harass your own friends is bad.

Anecdotal response to hyperbole: I play several of the -Ville games, and a number of other social games. None of them interrupt my day, and certainly none of them do it constantly. I've never paid a penny to play any of these games, which puts me in the roughly 90% of other players who don't pay either. I have fun playing them, or rather, I thought I did - I hadn't realised that you were the sole arbiter of what is fun or not and that I've clearly been mistaken all this time.
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Gimym TILBERT
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« Reply #67 on: December 05, 2010, 07:35:42 AM »

OK, I think it's time to state what I really hate about Farmville: The graphics. Those characters with their googly faux-anime eyes and dumb grins. The environments that look like they were collaged from MS Office clipart. It reminds me of some dystopian vision of a communist dictatorship: A world full of clinical blandness and lobotomized mediocrity.
 Epileptic
Cheesy

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That's killing me too, I don't play barbie nor bratz game too

Imagine zelda with pink unicorn and sugar color ... no matter how good, I would probably stay away. That's why some people can't stand smash bros, mario kart and pokemon an many social game. pika pika!

BUT gamer are on facebook too, it's time some people make game for gamer on this platform. INDI get your weapon and forget the mass, forget the million! Gamer on Facebook need you!
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Chris Whitman
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« Reply #68 on: December 05, 2010, 09:23:46 AM »

Former Zynga employees have said as much about their strategy. All they are concerned with is numbers.

Besides unethical game design in terms of reward scheduling, there's the obvious exploitation of other people's contacts, which is shady. And Zynga specifically people hate because they steal other people's work on purpose (that isn't related to game design; it just sucks).

Anecdotal response to hyperbole: I play several of the -Ville games, and a number of other social games. None of them interrupt my day, and certainly none of them do it constantly. I've never paid a penny to play any of these games, which puts me in the roughly 90% of other players who don't pay either. I have fun playing them, or rather, I thought I did - I hadn't realised that you were the sole arbiter of what is fun or not and that I've clearly been mistaken all this time.

The phenomena I'm describing are really pretty common. I never meant no one had fun playing Farmville, only that many people wind up playing far past the point of having fun.

Lots of people also play World of Warcraft for fun with no impact on their social lives. I still sort of think the MMO grind is unethical design.

Edit: look, I'm not saying you're a bad person for playing Farmville. I still hop on WoW on rare occasions, and I have fun playing for a bit, but I still get that it has a really negative effect on some people.
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Gimym TILBERT
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« Reply #69 on: December 05, 2010, 11:48:37 AM »

Yep that can be said for every activity when you were more specific about social game, that point is just irrelevant as hell. It also happen with game like gears of war, I have played the game well beyond it was fun (even the horrible car sequence). Doesn't 3ps have no redeeming quality or that the game does not have any quality that people may enjoy genuinely everytime they play?


People can drown into water, it happen all the time, let diss on water because of that? We should have better argument against water, maybe there is, but this one is clearly not a good one.  Durr...?

So yeah, we can agree that Activision Zynga is evil, What Ray kassar Kotick Pincus said and do is clearly bad.

About exploitation of people contact, while Zynga is the one that push spamming to an evil level (beyond just incentive), Facebook social graph should be criticize first, A social application is by definition "abusing" the social graph, that's the whole point of the system really.
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« Reply #70 on: December 05, 2010, 11:55:23 AM »

To me, it basically boils down to this:

When designing a game and considering a new gameplay element, if the primary factor the gameplay element is judged by is how much it extends the game time instead of how much it improves the overall quality of the game, then I'd consider that bad game design. Whether or not that's evil or morally wrong, I don't know, but I'd rather play a game where the focus was on making a quality game and not just getting people to spend as much time on it as possible.
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« Reply #71 on: December 05, 2010, 05:49:18 PM »

OK, I think it's time to state what I really hate about Farmville: The graphics. Those characters with their googly faux-anime eyes and dumb grins. The environments that look like they were collaged from MS Office clipart. It reminds me of some dystopian vision of a communist dictatorship: A world full of clinical blandness and lobotomized mediocrity.
 Epileptic

This I agree with. It doesn't make the games evil, but it does make my eyes want to puke.

Former Zynga employees have said as much about their strategy. All they are concerned with is numbers.

I'm pretty sure what they're interested in is profit, not "how can we get people wanting to play the game all the time". The short-burst gameplay likely works for them because it makes for a game that's well-suited to the lifestyle of its target audience and because it reduces their server traffic. It's not in Zynga's interests to get people playing all the time.

Besides unethical game design in terms of reward scheduling, there's the obvious exploitation of other people's contacts, which is shady. And Zynga specifically people hate because they steal other people's work on purpose (that isn't related to game design; it just sucks).

Yes, they're pricks for the plagiarism. And the aspects of the games that make use of social graphs are... If not inherently evil and exploitative, definitely annoying. Facebook have stepped in to curb some of the shadier aspects, which says a lot for how far Zynga (and others, in fairness) pushed the boundaries. Heh - lectures in ethics and corporate responsibility from Facebook... Fuuuuck. I think this stuff that works with social graphs could one day become something genuinely awesome, but right now there's a lot more these games get wrong than they get right.

Edit: look, I'm not saying you're a bad person for playing Farmville. I still hop on WoW on rare occasions, and I have fun playing for a bit, but I still get that it has a really negative effect on some people.

I guess what I'm trying to get at is that I've not seen any actual stories about Farmville having negative effects in any great number of people, I've just seen fearmongering about how it might be destroying lives. It isn't. If it was, forget about the games press - the mainstream media would be hyserical about it. I mean, more hysterical than they are about "proper" games.

When designing a game and considering a new gameplay element, if the primary factor the gameplay element is judged by is how much it extends the game time instead of how much it improves the overall quality of the game, then I'd consider that bad game design. Whether or not that's evil or morally wrong, I don't know, but I'd rather play a game where the focus was on making a quality game and not just getting people to spend as much time on it as possible.

Agreed. I don't think artificially extending a game length is evil, but it is a bit crap. Obviously every game is comprised of performing the same actions over and over again for a few minutes/hours/days (depending on genre), and that's fine, but those actions need to be fun, and they need to be performed in the context of a larger unfolding narrative, of medium- and long-term goals. They need to result in the player's experience changing over time. The repetition needs to not outstay its welcome, because it's better to leave players wanting more than to just drift away bored, or upset at the design's apparent cynicism. But I think that exactly how that's balanced and presented for a specific game is a question of technique, not of ethics.
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« Reply #72 on: December 05, 2010, 05:52:37 PM »

communist dictatorship: A world full of clinical blandness and lobotomized mediocrity.
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What is this I don't even. Huh?
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« Reply #73 on: December 05, 2010, 06:07:59 PM »

Please don't.

Thank you.
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« Reply #74 on: December 06, 2010, 03:59:57 PM »

Except farmville IS NOT a competitive game therefore it does not change the fairness of the game. [...]

Those argument are irrelevant.
You could argue that any game where the results are shared and can be compared is, to some degree, competitive. But it doesn't matter - I was talking about the general concept of the fairness of microtransactions in multiplayer games, not Farmville specifically.

Spending time isn't valuable. It's the expression we want. So no, painting's not a grind.
And half the stuff you are calling grinding in Minecraft is expression too. I've hardly spent any time digging away randomly, but I have spent time carving out spaces. It's the difference between killing 50 orcs to try and get a rare drop and killing 50 orcs to get into the orc stronghold.

Personally I hate the term 'grind' because it's a nebulous idea referring to any repeated action that someone somewhere finds boring. Some of these actions may be more down to compulsion than fun, but people have vastly different scopes for what counts here.

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People grind in MMOs and in Farmville and in Minecraft for the same reasons: to unlock the ability to do something later (raid, buy, build). Unless your mine is a creative expression for you (like my friend who's carving out the mines of Moria, but unlike myself who just wants more iron), I'd say it's just another type of grinding.
Almost everybody I know plays Minecraft as some sort of expression. There's virtually no other point, is there? You combine the resource acquisition with the sculpting of your landscape. Occasionally there's a bit of one without the other, but not in such quantities that I'd consider it laborious or arbitrary, which I think is the key.

I disagree with trying to split this into two distinct categories. The social aspect and the business model are orthogonal, and there's nothing inherently wrong with either. The problem is when you tone down elements that are fun, replace them with elements that are compulsive, and then essentially put paywalls between the player and their next reward.

I think this is the crux of the anti-Farmville sentiment. The problem with this argument is that "fun" is incredibly subjective. The thought process behind the anti-Farmville camp seems to go something like this:

I don't find the game fun. Therefore it isn't fun. Therefore no-one can find the game fun. So what's keeping the millions of players playing it? ZOMG MIND CONTROL!
You are trivialising a serious issue by characterising it as an extreme situation when it's more nuanced than that. The problem is:
  - we know people repeatedly do things in life that they will tell you that they'd prefer not to do. Typically we refer to this as addiction.
  - we also know most of these things are originally done "for fun". Thus it's not just about subjectivity, but about a sliding scale of where something crosses over from "fun" to "compulsive".
  - we know enough about psychology - or at least the behaviourist approximation of it - to know how to create stimuli that specifically pushes behaviour into the bounds of compulsion. This has been empirically studied.
  - we are seeing games that are beginning to resemble these behaviourist experiments - as we always have - but where there appears to be little narrative or ludic justification for this.
  - worse, we are seeing games where these approaches are coupled with microtransactions to convert successful compulsion into payments.

Surely you can see how this is a cause for concern, at least?

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Characterising the microtransactions in those games as paywalls is pretty unfair and fallacious as well.
Perhaps it's a bit strong, but there are certain activities that require FarmCash to buy, and FarmCash accrues very slowly if you're not willing to pay.

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The vast majority of players of freemium games never pay a penny to play - they just log in when it's convenient, do what they do, log out again, and eventually get the stuff they want.
The game is designed to work that way - you don't want people on your servers for too long, after all. It costs money. The fact that lots of people aren't playing isn't a sign that "paying is optional" - these people are additional content for the paying customers and referral sources for potential future paying customers.

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Hard-wired into their design is a mechanic that ensures they'll be played in short bursts, in a schedule that suits the lifestyles of the players. How many "proper" games have that?
You make it sound as if it is done to be nice to the players. I assure you that it is not. It is done primarily to reduce costs, by getting people off their servers and back on the Facebook infrastructure which is essentially free for them. The perfect player is one that is paying you money but barely using your resources. This is how they can afford to have so many people playing without paying. Note that they go to some effort to try and get you back into the game, via daily reminders, gifting, etc., because they do want you back frequently - just not for long periods.

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The problem is that Farmville provides mechanisms to encourage you to harass your friends in order to make your own gains in the game.

And that's why I wanted to make a distinction between the "social" aspects of these games and the monetary aspects.
But they're just separate parts of the same machinery. There are things in Farmville you can spend real money on, or instead get lots of 'neighbors' and acquire the stuff that way, and Zynga have measured these quantities out based on the amount of cash they expect a typical new player to bring in.

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Spamming people who aren't already playing the game? Yeah, that's pretty crappy.
But that is, of course, the absolute only reason this stuff exists. It's to spread the application virally by making your players spam their friends in exchange for benefits. Whereas a less antisocial game like Minecraft relies on you thinking that it's really cool and choosing to spread the word with no benefit to yourself.

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But again, I don't know of anything which you MUST pay for to attain, and even if you do, I think you must be an incredibly sensitive soul if you feel "taunted" by seeing someone owning a piece of virtual property that you don't. I don't hear of anyone being upset that other people's XBox avatars have clothing or accessories that they don't. I happen to have a set of that overpriced Horse Armour in Oblivion - who would be upset if I posted a screenshot?
It happens all the time on MMOs. You see someone with certain kit, so you want it. It doesn't have to be a PvP game for that. People covet cool stuff. Nothing wrong with having a game that shows cool stuff and lets other people want it, of course. What matters is how you, as a developer, choose to advertise that to players, and how you capitalise on their resulting desires.

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There is also a strong thread among gamers which states that you shouldn't be able to introduce external resources to improve your standing within the game, as a point of fairness.

Sure, I understand that point of view. But nobody is making the gamers that hold that opinion play these games. Nobody is making anybody play these games.
Except the deception that people don't know what they're getting into at the start, and the psychological addiction - or a lesser version of it - that can make people do things they wouldn't otherwise choose to do.

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As GILBERT Timmy pointed out, none of these games (at least none I know of, and certainly not Farmville) are competitive. They're co-operative.
Absolutely loads of these viral freemium games are explicitly competitive, but even those that are not can still bring out competitive behaviour from people. Competition doesn't have to mean zero-sum conflict. It can mean something as simple as comparison. If I score higher on Pacman than someone else then the only difference is that I appear higher up the high score table than they do. That doesn't mean I won't be pissed off if someone else put in an extra dollar to get a free power pill on each board and beats my score.

I'm not saying Farmville is evil or entirely without merit as a game. But I am saying there are serious question marks over how ethical this sort of game is, when you take into account the whole package of mechanics, referrals, and monetization.
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