In Defense of FarmVille

Photo-1
Monday, April 12, 2010

Editor's note: I tried FarmVille recently -- purely for professional purposes, you understand -- and while I opted not to pursue a longterm relationship, I can see how pickin' peppers and collecting fancy chickens can be strangely addicting. Michael points to some FarmVille features that more traditional game designers should crib from. -Demian


See all that crap? Now imagine clicking on each item, every day. Over and over. Forever.

FarmVille gets a bad rap, but rarely for the right reasons. As gamers, we harbor a justifiable helping of skepticism toward things that are different and new, especially things that appeal to so-called "non-gamers."

FarmVille tends to make a bad first impression, as its updates flood the news feeds of players and non-players alike. Even when Facebook users finally cave and create a farm of their own for the first time, the game starts slowly and provides very little in the way of tutorials.

The interface is clumsy and sluggish; the game world buggy and frustrating. Every animal, chicken coop, tiny plot of land, and haybale requires multiple clicks to accomplish the most basic interactions, and you can't even select more than one item at a time.

Considering the hoops players jump through to accomplish tasks that should be simple and painless, hardcore gamers might think FarmVille is really, really dumb. Non-gamers don't understand that games are supposed to be smart, though. They don't know that a game shouldn't hinder your ability to play it, or that they have the right to demand more from developers. Does Zynga take advantage of their audience? Like neon banner ads take advantage of elderly AOL users.

Yeah, FarmVille does a lot of things wrong. It's what it does right, though, that should have gamers excited.

 

Co-op farming jobs are the latest of many features
that encourage players to interact with one another.

There is no established formula for a web-based game of this magnitude. Console DLC all fits the same paradigm: "Here's your new character, level, vehicle, or whatever, thanks for the money." FarmVille, on the other hand, delivers a steady stream of new content, much of it at zero real-world cost. The in-game marketplace updates almost every single day with new animals, buildings, decorations, and seeds to plant.

Does the term "downloadable content" even apply to a game that doesn't exist outside Facebook? Developer Zynga simply updates FarmVille content whenever they see fit. Experimental new features roll out with startling frequency. If you've been tearing your hair out at the number of painted eggs, gold coins, and Valentines popping up on your news feed the last couple months, then you've seen the evidence of this. Never before has new content for an existing game been so lavishly showered upon its players. Old models of distributing new content seem archaic and inhibiting in comparison.

FarmVille also gives players plenty of incentive to interact with other farmers. Visiting neighboring farms results in extra coins and experience, as well as other perks like eggs and fuel. The latest new feature, implemented last week, takes this to the next level: Co-op jobs task players with teaming up to complete goals like growing a certain number of crops in a short amount of time.

I'm not saying that everyone should abandon "real" games and start playing FarmVille. Experienced gamers rightfully find it hard to excuse the glaring faults that casual players somehow ignore. The fact is, though, that some of its features -- like the constant free updates and the high level of player-to-player interaction -- are things that gamers may want to start asking for. Why are we paying $10 for a map pack when 12-year-old girls get new, free content every day in FarmVille? It's something to think about, at least.

 
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Comments (10)
Bitmob_photo
April 12, 2010

I really don't have any hate for Farmville, but I always get this weird feeling when I see someone admit that they play it.  I usually just think to myself: "Oh, you're one of those people," and roll my eyes.  I'm still waiting for a killer app that my gamer friends recommend to me.  I wonder if there will ever be anything that I'll want to play as much my female friends.  I really like the concept of playing something with them, but I can't bring myself to let it be Farmville.  Good article man, and I see where you're coming from.

Andrewlynes
April 12, 2010

I don't play Farmville, but I LOVE the Harvest Moon series. (Although it's mostly gone downhill since Back to Nature. Why can't they just go back to the old formula?)

April 12, 2010

Michael, I hate to be the one to tell you, but May's Game Informer has an article also defending Farmville.

Default_picture
April 12, 2010

I am an avid gamer, I own a 360, a PS3 and a wii. I listen to about 4-6 video game podcasts per week and. . . . i am addicted to farmville. It is a relaxing diversion that i can play with my wife and friends without the stress of everyday gaming.

Default_picture
April 12, 2010

oh, . . btw, Treasure Isle is the new farmville.

Photo_on_2010-08-03_at_16
April 13, 2010

I got into We Rule on iPhone recently, which is practically identical to Farmville. Something about playing it on a mobile device seems better, though. I think it's the fact that phone games are typically timewasters, whereas if I'm sitting at my computer, I always feel I may as well be playing something, you know, GOOD. :)

There are positives, though. In We Rule, I like looking at friends' kingdoms and seeing their creativity expressed in how they've laid things out. But it's not real interaction. There's no chat system, no way of messaging each other. And there's no STRATEGY. The most complicated things get in We Rule is calculating when you will have to log in again to harvest your strawberries if you know they'll take 90 minutes to grow. THAT'S what I object to in these games - scheduling masquerading as gameplay.

Default_picture
April 13, 2010

Not to sound like a douche but this just reads like a redacted version of Ellie Gibsons piece on EG from last week with the jokes and the detail taken out.

Franksmall
April 13, 2010

I thought my time with both Farmville and Mafia Wars was OK, but hate the brick walls they throw at you which are so obviously designed to force you to 'come back soon.'  I understand the brilliance of this system, but also want to be able to play a game for more than five minutes at a time. Maybe there are ways to get around these time constraints that I am missing. Either way I have moved forward and decided to ignore most Facebook games. I am totally willing to try more complex ones as they appear, but menu driven experiences like Mafia Wars will never replace playing console or full PC games to me. Farmville is much more the model I think is interesting, even though it is very much the same idea as Mafia Wars. Still the tactile feeling of clicking on a plot of land just feels more right to me than picking an action from a list of 'jobs.'

 

BTW- As far as there already being an article on Farmville in Game Informer-- don't worry about that. After the recent game conferences there was a lot of big talk on social network games, and also a lot of backlash to this talk. This article is just an example of the backlash on the backlash. I have not read the GI piece yet, but really enjoyed reading yours. Thanks!

Photo-1
April 13, 2010

Thanks everyone, glad you liked it! I guess FarmVille is a pretty hot topic right now- I'm not worried about other people writing about it as well. There's at least one on Destructoid, too.

 

@Joe Entwistle- I wasn't really going for jokes or lots of details, so I'm glad you didn't find many here.

the $15 map pack is a measure of our inability to leave the game as a game, as opposed to 12 year old girls, who seem to have a life outside the game. I think of it as why you spend so much on a girl you are dating and so little with, say, your wife; we, the "hardcore" gamers are the game industry wives, they already got us and we won't leave, so they can treat us the way they want

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