I never thought I would play games like Farmville or Frontierville because it doesn’t have a concrete goal to the game. In addition, these games are “grinding” game. It is honestly like playing MMORPGs that requires you to do the same thing over and over again. After trying it out for the first time, I have to say that I did not find it very interesting but it is really addicting. To some, the interest factor correlates with the addicting factor. I would like to think so too but it is not the case with this game.
As I mentioned before, this game isn’t appealing to me because of the depth as well as the graphics and gameplay. However, the game is addicting because of the instant gratifications you get from the repetitive actions. When we talked about casual gaming in class, one of the features it has is the gratification system. Bejeweled will let you know every time you scored or moved up a level. Similarly, both Farmville and Frontierville do the same. When you plant a crop, harvest it, or some other action; the system will flash icons letting you know what you have acquired or achieved. This is one of the reasons why the game is so addicting.
Another reason that I find this game addicting is the timer on everything in the game. This tells the player that you will earn something after this amount of time. In games such as WoW or Aion, the luck factor is emphasized making the game much harder and unpredictable. This game style deters competitive gamers but lures in the casual gamers that don’t have the time and energy to deal with uncertainty and frustration. As Professor Nakamura mentioned in class, many adults play Farmville in our school. It makes a lot more sense for adults with a job to be attracted by these games because it is based on a strict timing. When you work 8-5 everyday, you can plant your crops around those times so that you don’t have to worry about rotting them. These games are perfect for the majority workforce.
Still motion games like these don’t have a strong social aspect to it. Zygna changed that by constantly incorporating the help each other initiative in these games. This strategy creates a sense of community for players. For the game producers, it is nothing more than a way for existing players to lure their friends into playing the game. In another word, free advertising.
These games are starting to permeate and spread into the family setting as well.
Recently, the family used a credit card to buy $20 worth of the game’s currency, and then bought items like a haunted mirror and a potion that helped their pet, Demon Baby, grow bat wings. “It’s still cheaper than taking the kids to Target where they will ask for a toy,” she said. (NY times)
Computers are very common among households in the 21st century. Kids are growing up with these technologies instead of the physical toys. It becomes an easier way for parents to satisfy their children’s needs. Buying toys can take up space but a computer game will only take up the same space. It is very possible that Zynga will become the leading company in the gaming industry. It is also very possible that more games will adopt this type of pay structure.
Question: How much would you pay to be good at these games?
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