Stephen Totilo is the editor in chief of the gaming Web site kotaku.com.
Showing posts with label FarmVille. Show all posts
Showing posts with label FarmVille. Show all posts
Sunday, September 23, 2012
Video Game Review: The FarmVille 2 Video Game Is Released
Played in 10-minute doses, the game promised inevitable progress and threatened minimal failure. FarmVille players could not lose; they just needed more time to do better. The fuel for progress was anxiety, the concern that your friends were doing better because they had clicked, paid or pestered others for help more often. Three years later we have FarmVille 2: a slicker, more attractive version of the old way of doing things. It still mimics a chain letter, though at its core it runs a more complex interactive simulation of crops and harvests that requires increased decision-making from the player. So it feels more like a valid game. This big sequel arrives as its creators at Zynga are facing pressure over the company’s performance and concerns about whether people have tired of social gaming’s basic tricks. FarmVille 2, like its predecessor, lets players log in free, most likely through Facebook, to begin tilling a plot of land. Players can click on squares to plant seeds for tomatoes, blueberries and other crops. One click to plant. One click to water. Then a timer reveals the number of minutes, hours or, eventually, days it will take for that crop to grow into a lucrative harvest. Seeds cost virtual money, as do animals that can be fed to produce eggs, wool, milk and other goods that can be sold back for more virtual money. As players manage this cycle, they accrue experience points, which gradually earn them the equivalent of a promotion. That gives them access to more exotic crops and animals and some new goals, to plant five of this thing or sell four of that. In this new game players can also combine produce to cook pies and other valuable goods, which can be sold for virtual money that can be reinvested. On and on it goes. Sessions with the game are brief. After about 10 minutes of tinkering, a player will have used all the water and will have to wait for more to well up, drop by drop. Of course, you can always ask friends for more water or pay for it. The smart player rations water, plants the most profitable crops and plans the harvests to produce the ingredients that will combine into the most profitable recipes. The masterly math of the new game rewards the patient player who figures out the timing trick that causes every patch of land and every tree in the orchard to sprout its bounty simultaneously. This is a game, though it could be mistaken for an advanced class in plate-spinning or the management of a factory of robots. On a FarmVille farm each effort receives a reward. Click on a chicken, and it will drop an egg. This has an advantage over real life, but only to those who don’t value the serendipity of a surprising success or defeat. There are no flash floods that obliterate the harvest in FarmVille 2, no engineering breakthroughs that produce a better tractor. Farmers here need not worry about the cancellation of government subsidies. The true game, however, isn’t really the farming. The farming is the delivery system for two more interesting meta-games. The first pits players against the people who made it. This ostensibly free game is perpetually cajoling players to pay real money to speed their progress. For a few dollars a player can accelerate the growth of crops or buy the next sheep or barn or decorative garden gnome. This puts players at odds with the game’s creators, which isn’t unusual for, say, a player of Super Mario Bros. or Call of Duty, who might curse the designers for putting a treacherous pit or a vexing enemy in their path. But with FarmVille 2, the enemy creator is more like a customs agent who speeds things along if slipped a few bucks. You don’t pay money to FarmVille 2 for the privilege of playing, as you would with a $60 PlayStation game. You are also not taxed a quarter at a time for not being skilled enough, in the manner of old arcade games. No, you pay to make life easier. Avoiding that, improving your farm without paying, feels like delicious defiance. The second of FarmVille 2’s captivating contests is the battle with friends. Played alone, FarmVille 2 will become a bore, but the series’s maligned interweaving of Facebook friends produces prime opportunity for peacocking and lawn comparing. Each screen shot that a taunting friend sends of a sunflower-filled master pasture stings. It takes one glance at the work of friends who have played FarmVille 2 longer or better to transform the most rudimentary virtual farming activities into manic endeavors to get your grass greener. Falling for this stuff means falling for the very manipulations of anxiety and shame that are easy to criticize when they’re not happening to you. When you’re invested in them as a player, however, they’re a thrill. Facebook games like FarmVille 2 retain the stench of a casino. But where the first game’s systems were too shallow, the new one’s are just deep enough to convey the feeling that smarts can move a player forward as effectively as the passage of time. That this game is constantly pestering for payment is all the more welcome. Every good system invites rebellion. Just try to have fun without paying a cent, the game seemingly whispers. Challenge answered. This is a game that is as enjoyable to play as it is to defy.
Saturday, July 28, 2012
Zynga, Maker of FarmVille, Reports Sluggish Second Quarter
Weak second-quarter financial results and worse expectations for the rest of the year sent Zynga’s already faltering stock down in late trading Wednesday by more than a third, to $3.18 a share. The unexpected news was seen as boding ill for Facebook, which is closely tied to Zynga and will issue its first earnings report as a public company on Thursday. Facebook shares fell 8 percent in late trading. For Zynga, a Silicon Valley darling whose public offering last December seemed to herald a wave of tech success, just about everything went wrong at once. A brief list: Facebook made changes to its gaming platform that hampered Zynga regulars. A critical new game, the Ville, was delayed. Another new game, Mafia Wars II, just was not very good, executives conceded. The heavily hyped Draw Something, acquired in March, proved more fad than enduring classic. Some old standbys also lost some appeal. “Facebook made a number of changes in the quarter,” John Schappert, chief operating officer, said in a conference call with analysts. “These changes favored new games. Our users did not remain as engaged and did not come back as often.” Revenue for the second quarter was $332 million, below analysts’ expectations of $343 million. And the company lost $22.8 million, or 3 cents a share in the quarter, although excluding one-time items it had a profit of 1 cent a share — still below expectations. But the real problem was that Zynga slashed the forecast for its bookings — revenue less fees it pays Facebook — to as low as $1.15 billion for 2012, from $1.47 billion. It was a somewhat contentious conference call. One analyst, Richard Greenfield of BTIG, brought up to Mark Pincus, Zynga’s chief executive, that he had sold stock at $12 a share shortly after the public offering. Mr. Pincus did not directly respond beyond saying “we believe in the opportunity for social gaming and play to be a mass-market activity, as it is already becoming.” After the call, Mr. Greenfield downgraded Zynga’s stock to neutral from buy in a report titled, “We are sorry and embarrassed by our mistake.” In an interview, Mr. Greenfield said: “Right now, everything is going wrong for Zynga. In a rapidly changing Internet landscape that is moving to mobile, it’s very hard to have confidence these issues are temporary.” Most Zynga games are free. The company makes money from a small core of dedicated users who buy virtual goods like tractors in FarmVille. Over the last year, the average daily amount of money Zynga took in from these core users dropped 10 percent even as the overall number of users expanded. “Zynga’s challenge has been to drive up efforts to keep their attention and broaden their user base — which they did — but now they need to get them to pay,” said Michael Gartenberg of Gartner. “Increasing the number of players doesn’t mean you’re making money off them.” Mr. Gartenberg added a thought that would bring chills to any Zynga executive: “At the end of the day, though, virtual goods might not be a viable business strategy. People eventually stop spending money in virtual goods and want to spend that money on real goods.” Zynga and Facebook are tied at the hip. Until recently, Zynga games could be played only on the Facebook platform, and for every dollar that users spent on buying virtual goods, Facebook pocketed 30 cents, its principal moneymaking channel other than advertising. That partnership has continued. Zynga has seven of the top 10 games on Facebook. In a closely watched experiment, Facebook has started offering advertisements to its users on Zynga.com. It is the first time Facebook has spread ads outside its walls. Zynga’s efforts to develop its own gaming platform independent of Facebook are still in the early stages. A Facebook spokesman declined to comment.
David Streitfeld reported from San Francisco and Jenna Wortham from New York. Somini Sengupta contributed reporting from San Francisco.
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