Talk:FarmVille: Difference between revisions

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Created page with '== Main Patterns == Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worlds, Multip…'
 
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== Main Patterns ==
== Gameplay ==
 
"Activity occuring in the game world is logged on the players Facebook wall, allowing other players and non-playing Facebook contacts to observe activity on the players farm."
 
Would it be fair to say that this gives players a sense of the persistence of the game world, a sense that it is real and that the actions they take there bleed back into the real world? It's just my opinion so far... [[User:Jonathan Osborne|Jonathan Osborne]] 20:33, 7 April 2010 (UTC)
 
== Patterns ==
 
=== Main Patterns ===
Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worlds, Multiplayer Games (massively singleplayer sort of - need a new category?)
Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worlds, Multiplayer Games (massively singleplayer sort of - need a new category?)


== Possible others from old pattern list ==
=== Possible others from old pattern list ===
Collecting
Collecting
Character Development?
Character Development?

Latest revision as of 20:33, 7 April 2010

Gameplay

"Activity occuring in the game world is logged on the players Facebook wall, allowing other players and non-playing Facebook contacts to observe activity on the players farm."

Would it be fair to say that this gives players a sense of the persistence of the game world, a sense that it is real and that the actions they take there bleed back into the real world? It's just my opinion so far... Jonathan Osborne 20:33, 7 April 2010 (UTC)

Patterns

Main Patterns

Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worlds, Multiplayer Games (massively singleplayer sort of - need a new category?)

Possible others from old pattern list

Collecting Character Development?

Competence Areas - in a minor way

Construction - this one i think Constructive Play

Container Continuous Goals Creative Control

Delayed Reciprocity - important to the social networking, you need trust

Easter Eggs

Freedom of Choice - same way as the sims, many items

Gain Competence - unlocking new items Gain Ownership - buying or purchasing them

God Views God's Finger

Improved Abilities - added recently, the crop mastery thing

Investments

Perfect Information

Player Defined Goals

Progress Indicators

Reconfigurable Game World

Renewable Resources Resource Management - well sort of. there is money Resources

Score - sort of

The Show Must Go On

Social Rewards?