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Andy's Workshop


Game chat and stories along with some articles probably for the more geeky among us,
all written by me, Andy.

Click here for my Frontierville Addiction Therapy Guide

Showing posts with label Letters To Zynga. Show all posts
Showing posts with label Letters To Zynga. Show all posts

Saturday, 16 February 2013

The Quest for Equal Play

[As usual, all thoughts in this blog are mine and mine alone. They do not necessarily represent the views of the admins or members of Frontierville Express.]

Dear Zynga, we need to talk. Grab a chocolate hobnob, a cup of the beverage of your choice and a seat on the sofa.

It's been confirmed that the different drops of Squeekies from the Cuddly Kitty Corral is predetermined and different for players and that this is programmed.

I have a bit of a problem with this and it's the same as the problem I have with cheating.

People don't necessarily want a quick game or an easy game, all we ask is a fun game and, most important here, a fair game.

We understand that making too much stuff free can impact the game and impact how good it is for you as a business. But on the other hand the ability to get the growth items from the building has helped make a generally disliked game mechanic (the partnering) more palatable for the players.

By creating an arbitrary tiered "class system" for players it makes the game unfair and unbalanced. It causes friction between players and between the players and yourselves.

It's also made one of least popular features even more worse, not necessarily in gameplay terms but just the feeling it's given everyone, even those lucky ones in the top tier (and, full disclosure, I am one of the lucky ones and I'm still vexed).

Often a good feature isn't made or broken by the feature itself but on out feelings ABOUT the feature.

Making people feel players are being treated unfairly in such an extreme way as this, unbalancing the game, will simply add another reason to instinctively hate these partnering missions, whether they're good or not.

If you have to limit it make the building unboostable and give it a 2-4 hour turnaround or make it a random drop. OK, people won't get everything they need but you still get your posts, and at least it gives a silver lining to the Partner Cloud for players.

Make it none, make it one, make it three, but whatever you do make it EQUAL.

I think most players would agree that we expect good missions and bad missions, different strokes for different folks. But, good or bad, we also expect them to be fair and balanced for everyone.

Wednesday, 3 October 2012

Five Step Plan

[As usual, all thoughts in this blog are mine and mine alone. They do not necessarily represent the views of the admins or members of Frontierville Express.]

In this post I'm going to try and split myself into two minds, the easy one, as a player, and the harder more serious one, putting myself into the mind of Zynga, the mind of a game developer or manager.

I know what WE want, but I don't know the business plan etc of Zynga, so I'm going to have to run on a few assumptions and guesswork, but hopefully I hit fairly close to the mark.

So, why am I doing this? Because there's a negativity over the game at the moment, we see that every release day, actually every day.

Don't get me wrong, I still love the game, I'd have to be insane to spend the time I do working a fanpage if I didn't. I also know we've had a lot of things lately go our way, smaller builds, smaller amounts of crafting, more homestead items... things have happened purely for OUR sakes.

I still think there's a lot of things to be positive about in the game, but I also think there's a few things that consistently appear when people are complaining, and need looking at.

So, because of this I've designed a five step plan I think could help the game. Am I arrogant enough to think this would make it the best in the world? No, course not, but doing any of these would, I think, enhance the fun of the game.

It won't be perfect for both sides because what we as players want, and what Zynga as a business want are different... but we'll see.

If you agree, please use the Like box, share it to friends, send it around... if I get enough likes maybe it'll help.


Step One: Players want to PLAY.

How annoying is the word "Buffering?"

There you are, on NetFlix or LoveFilm trying to watch a great movie and it st...ut...te...rs... and up comes the spinning circle and that word buffering.

Well, recently that's how the game has felt, especially loading. We're gamers, we want to game! Instead, each time we load we have to go through the gaming equivalent of previews before a movie. Popups about games, animals, Horseshoes, even forcing us to go to a build before we can even start playing the game.

Despite what people think these don't cause a big issue with loading times or performance, but they do harm the fun of gaming. By piling these on at the start you instantly break the enthusiasm of the players, we go into the game wanting to play, and then you stop us playing, you give us something that 99% of us just X out of.

Popups are never good things, forcing people to get through them when they're enthused enough to want to play the game? BAD strategy, both in gaming terms, and simple psychology. I see the reason for them, I really do. But why not slip them in through the game?

Have a think, do we REALLY need this popup? Will popping up the carnival games manager make people want to play carnival games or give them a negative feeling towards the feature? I think I know which.

Equally, Letters? Those annoying things with a yellow arrow over them. There is nothing that infuriates players quite as much as trying to get on and play the game just to see "Don't ya want your letter?"

Little garnishes like that are all well and good, the idea of the letters is quite cute... but making us click them before we can do what we WANT to do turns them from a cute bit of fluff into yet another annoyance "buffering" our game... just remove the "must click" aspect of them, let us play our game and then go click that later.

Step Two: Giving people what they want.

It used to be that the Barter Depot was the most misused phrase in the game, but these days the most disingenuous phrase is "Free Gifts".

Let me explain, Tomorrow is my sister's birthday. I've bought her something she wants and needs. If real life was like the game her birthday "gift" would have been something I wanted her to give me back for Christmas.

We don't really get to gift any more, it's just become a third method of requesting items and has become a race, who gets to ask first and get back what they need.

I understand that you need us to send free gifts for statistics, clicks etc, we get that. However, the current setup is excessively frustrating and again, takes away from the fun of the game. There's two things I think you can do to help this.

1) After 2-4 weeks, make free gift crops or animals available in the market for coins. We get at least one new free gift crop a week, standard players will always have to request something, and right now most players are stuck in the frustrating position of having to decide which they want, knowing they can't ask again until tomorrow.

They also know if they're a few missions behind, they're most likely to be "gifting" this crop to people who don't even want it. Giving someone something they don't want, that's not gifting.

2) We know those things that pop up in game are to make us gift. Problem is it's ALWAYS rubbish, breakfasts, crops we don't really need, broken things... Keep those gifting popups but make it something GOOD, remove the Level 100 limit from giving Dinners for example and put them in.

Gifting works best when we're giving people things we know they'll like. So make gifting really worth it with some great things to send that will make people happy.

Step Three: A few less rocks in the landslide.

OK, I'm just going to come out and say it. Why not try one release a week? There, it's in the open.

I see the problem that some folks, by fair means or foul, can get through a mission thread in a few days to a week.

But just think this way... Players with nothing to do can be distracted with favours, more school missions, more mastery... stuff that doesn't HAVE to be done but can be a filler.

Most players can't do the missions that quickly and overwhelming people just doesn't seem to make sense for business reasons, gameplay reasons, even just design reasons.

On the business side you want new players, you want to widen your interest base and from that, gain more marketing across Facebook. But instead of what used to happen, a drip feeding of missions in a story tree, new players, once they hit about level 15-20 become overwhelmed.

If, by that early stage, they're not emotionally invested (and there's every chance they wont be at that early level) it's very possible that they'll look at the massive mission list and just decide it's not worth it, in fact I'm worried for the future as I don't think I'd have fallen in love with FTV if it threw as much at me so early on as it does today.

There's also the simple fact that you spend a LOT of time designing these features, and we don't really get to enjoy them. Not only do people just want to rush through them knowing another one is coming soon but each release now is greeted with negativity because people are feeling overwhelmed. That's not great for your publicity and your PR.

Give us one mission thread a week and then give the folks who do rush something else to occupy them. Better favour missions (less crafting heavy) or more mastery, things they can do but don't HAVE to be done.

Also think of threading more missions, the Mae/Birdie arc was ridiculous when you were finding out (SPOILER ALERT) that Birdie was innocent and they were making a Sheriff Academy, often before a player had even completed the set of missions introducing Mae.

If we're going to have a story like that, a full on cliffhangers and episodal story, have them spawn off the back of each other like the old days, limiting the amount of simultaneous missions while allowing players to go at their own pace.

Players would greet new missions with more positivity if they knew they wouldn't have to do them until AFTER they've cleared some out.

Honestly, I hear "no more missions!" enough that it's something to look at.

Also see my Open Letter To Zynga: http://andy.frontiervilleexpress.co.uk/2012/03/open-letter-to-zynga.html

Step Four: Shorter Shopping List

I am going to say something that's going to sound a bit nutty. Work with me.

When people complain about the amount of items needed, they're not complaining about the overall amount of items needed.

What they're complaining about is the amount of items needed PER thing, whatever it is they're building or crafting.

We want to feel like we're achieving things, and having to collect so many wall posts and direct requests to finish ONE mission or build becomes monotonous. By the 4th or 5th item we craft it just feels like a repetitive trudge.

If your metrics or stats say you want THIS many posts or clicks, then spread them out over more missions, at least then we'd feel like we're getting somewhere, not spending a week or two requesting the same item, over and over again with nothing to show for it.

You'd be laughed out of the room if you tried to sell a game that was based solely around clicking things on Facebook's wall, but that's what FTV has become, we spend 10 times as long NOT in the game "playing" it as we spend IN it.

I know you love a lot of wall posts and virals like that, it's what YOU want to get out of the game. But what if it's costing you players? Isn't 5 wall posts from 10 players better than 20 from 1?

Less requests would equal more players because it would make the game faster paced and more fun. More players equals a much wider spread for your marketing. Pioneer Trail is in danger of becoming insulated by missing out on new players, leaving you with just the current players, posting to the same set of current players, because all THEIR friends who don't play are sick of seeing 50 posts a day so have either hidden the game from their newsfeed or blocked it totally.

Of course on the subject of new players I'll repeat something I've said before. How many people will look at a wall full of requests, often with negative and depressing counters in the comment box (I've just seen one person posting and writing "only 55 to go!") and think, oh yeah, that's the game for me! I LOVE posting wall spam.

The amounts have been dropped from the previous heights of insanity where one single build required hundreds of items, but it's still too high to be fun.

As I'm already rambling enough I'll just leave a link to another over-long article on requesting and a few fix ideas here: http://andy.frontiervilleexpress.co.uk/2012/02/we-dont-want-no-charity.html

Step Five: Bigger Trolley

You knew it was coming, I knew it was coming, everyone reading knew it was coming.

Rationing is no fun, and what seemed, to begin with, to be a fairly generous gift allocation now hasn't changed in over two years, when the game itself has changed immeasurably.

When the game started and we had 50 clicks that was fine, a few mission requirements here, a few building bits there, for months we probably never hit 50 items we needed per day.

Now we're needing twice that many items just for one building requirement, and the restrictions that felt so generous 2 years ago feel so crushingly small now.

Let me plead the business case.

Most people don't continue to click after 50. Player after player are only getting one to two clicks on a post if it's something even a few days old, let alone the poor folks trying to catch up.

Giving people more clicks might still keep them being selfish and only clicking what they need, but at least it would get YOU more click statistics and more happy players. Happy players spend money, happy players get friends to play, happy begets happy...

We then come to the envelope, an even more unfair problem. By limiting the amount of items an envelope can hold you're making it a nightmare carnival game of luck to request items from neighbours.

After the first 50 gifts get through, BAM, nothing else. We only get to DR twice a day, most players will only take advantage of one of those... and you're standing there like a bouncer outside a busy nightclub saying however good we are, however much money we'll spend... the club is at it's limit and we can't get in.

Even worse, it's not that we can't get in until some leave, it's that we can't get in AT ALL and our request is dead. That item we need, one of far too many, we'll never get because 50 people got their first.

That, even more than clicks, is the cruellest cut, things we're sent, requests we make... poof, gone into the ether. This is a phrase often misused and often overused, but here I think it's apt;

It's just not fair.

I don't know who's placed the limits on the game, if it's Facebook, talk to them. But what we need, right now, is 100 clicks and far more envelope space, even to the point of infinite space, the current setup is unfair and frustrating. Limiting clicks I get, limiting gifts and DRs smacks of meanness.

See my ideas on how more clicks could be WORKED for, not just given: http://andy.frontiervilleexpress.co.uk/2012/09/clickety-click.html

The End

Right now your plan with Pioneer Trail seems far too skewed towards making life difficult for the people who are determined to finish missions in a few days. Well, they're only a small percentage, and in making it difficult for them, you make it impossible for standard players.

I'm not asking that everything gets changed, I'm not asking for unrealistic demands like many players, no missions, no requesting, that's not going to happen.

Hopefully what I'm asking for is compromise.

Or just, ya know... let me run the game for a month ;) *shrug*



Further reading: A few articles on gaming aspects...

Horseshoes and prices: http://andy.frontiervilleexpress.co.uk/2011/12/lots-of-little-pies-or-one-big-one.html

http://andy.frontiervilleexpress.co.uk/2012/08/the-bother-of-business.html

Missions: http://andy.frontiervilleexpress.co.uk/2012/07/misfortunes-of-missions.html

Prize Animals: http://andy.frontiervilleexpress.co.uk/2012/08/booby-prize-animals.html

Tuesday, 28 August 2012

Booby Prize Animals

[As usual, all thoughts in this blog are mine and mine alone. They do not necessarily represent the views of the admins or members of Frontierville Express.]

I've decided, if I can indulge myself, that it's time for another letter to Zynga.

Agree or disagree I'd be interested to see your thoughts in the comments, although remember to stay nice.
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Hey Zynga, thanks for coming, sit down, there's something serious I wanted to talk to you about.

I like pizza.

Thin crust mostly, really don't like the big puffy ones, but other than that I'm pretty open minded, meat, veg, anchovies, even pineapple. When it comes to pizza I'm an unfaithful topping-chasing pig with a fear of commitment.

But here's the thing, however many different toppings I'll cruelly masticate with and discard, I can't do pizza every night, even trying a variety of eating positions.

So, we get onto prize animals, or specifically the mechanic of them.

Get animal, team with neighbour, feed it a ludicrous amount of times with something we have to craft, weight it, lather rinse repeat.

Basically we've now had Pigs, Sheep, Bulls and Ponies, not to mention the Carnival and Frontier games which were prize animals in a disguise so thin they might as well have just worn a pair of those comedy glasses with a big nose and moustache on.

We've had all of those in, near as makes no difference, exactly three months. That means this exact mechanic has been used every fortnight, 1 in 4, 25%, a quarter... however you read it.

That's bordering on the slightly daft, if I may be blunt for one second, you're flogging the ass donkey off it.

"But it's new things!" I hear you cry. Well, it's not. It's just pizza with a different topping, only it's being given to people who don't like pizza.

Thanks to the monotony of a free gift crop (just make them coins after a month) and a request being needed for every feed (and LOTS needed) the issue is the actual spine of the mechanic is as tedious as a four hour lecture on toenail clipping.

There are some people still doing ALL four prize animals and both carnival game missions, missions that are equally dull and differ only in cosmetic features, like the Kardashians.

We're already dreading Prize Goats, Prize Oxen, Prize Cows... I'd worry about giving you ideas if I didn't assume you'd already had them.

Expansions release night... people were HAPPY... they WANTED those missions. That's what we need more of. Compared to a normal release night it was heaven.

We need some fun homestead based mission threads without a building, like we used to have, harvest this, request that, tend the other, job done.

We certainly need that before we need any other prize animal. Because pigs were fun, sheep were interesting... and from then on it went downhill. Probably 7 out of 10 people hated the sight of the Prize Ponies. A few more and you may find a 10 out of 10 universal hatred rating for those poor Prize Goats...

So how about a compromise? You get one mission thread a week that's tedium and requesting for your clicks and marketing... We get one mission thread a week where we get to have fun?

Hows about it? Mundane Mondays and Thrilling Thursday, sorts both sides out...

Thursday, 23 August 2012

The Bother of Business

[As usual, all thoughts in this blog are mine and mine alone. They do not necessarily represent the views of the admins or members of Frontierville Express. To set the scene regarding my personal situation of it, I've only bought horseshoes once and they weren't for me, it was a contest prize on the site.]

As it's a Thursday Lord knows I have a few things to write for the site but I thought I would just take a moment to share some thoughts regarding something that's recently become a fairly emotive issue. The inescapable fact Zynga are a business and, if we're honest, we'd rather they weren't.

I'm not sure why, mentally, we tend to lean more away from paying for stuff on the internet, obviously I don't mean shopping, but services.

Logically Zynga need the same consideration as Ford, or Starbucks or McDonalds. They provide us something we want, and we can pay for it. Strangely it doesn't seem to work that way though, and there's a mildly illogical annoyance over Zynga wanting to get us to buy Horseshoes.

Perhaps it's because it's via the medium of Facebook, a free service in itself, or because it's an online game. Perhaps because there's adverts... although there's endless adverts and trailers when we go to the cinema and we still have to pay for a ticket.

Of course, it could be that even Zynga themselves slightly misuse the word "free", understandably so. The game IS free to play, and for most of us that's all it'll be. But a more precise definition is "FreeMIUM", specifically what the industry call Effort Limited Freemium and Feature Limited Freemium.

In other words, the game is free to play and you never HAVE to pay, but there's a fair bit of effort involved and you can bypass that with the moolah. You can also buy special little extras to put on your stead that looks pretty or give money back.

I mean, the point is worth making, it's not just Zynga. These Freemium models have been around for many years and are almost the staple now of mobile or Facebook games. Games take developers, support staff, community teams... they cost wages.

So, this is the compromise solution as I see it, and it'll take different things from BOTH sides...

-----------

Players? Join me in the Lounge, grab a sofa, tea and biscuits on the table (that's cookies for the Americans).

Ok, can we all agree Horseshoes isn't a dirty word? The step WE need to take is take a deep breath, admit Zynga are a business and allow them some steps to make money. When we see Horseshoes, don't automatically go with the obvious "Zynga want to make money" (of course they do) and take a look about whether THIS might be a good reason.

Take the Rejuvenation Plant for example, costs Horseshoes but is widely regarded as an impressive purchase. Or yesterday's feature of spending Horseshoes on extra requests.

Mathmatically it makes sense if you buy Horseshoes. Each single item usually costs 6-8 Horseshoes each, spending 5 HS to get a possible 5 items is something of a bargain. There's also the knock on effects, even if you don't pay yourself then there's still the extra posts coming from neighbours, and with one or two neighbours posting, that could mean YOU don't have to post for an item.

We, as players, need to say "they want to make money and that's ok" and also take everything on it's own merits, not just on the fact it's a HS purchase.

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Zynga? Join me in the boardroom, coffee and doughnuts on the sideboard.

If the players do that *points up* then there's stuff YOU need to do, because there's a REASON people have got twitchy over Horseshoes.

For starters, most things cost too much, there's no real connection between the prices and the usefulness.

Take the Rejuv Plant for 100HS... That is a PERMANENT boost, and it's something that is helpful! It's not just about having to catch up or buy something because it's too much hassle, it's the perfect HS purchase.

Then you look at premium animals for 95 HS, that do nothing but look pretty. Or build/mission items costing up to 8 HS for ONE item.

Take the recent feature for adding an extra request... 5HS, good price. 20HS, daft price.

Let's have a bit more logic about prices, eh? Cheaper things are more likely to make people buy Horseshoes and be comfortable with Freemium items.

Secondly... take a break. the Freemium model calls for SOME extras people can buy, not everything, all the time.

The amount of "free gift" crops and animals in recent missions have been ridiculous, not least because the average player has a number of missions on the trot at the same time, so gets stuck. Maybe think about making the items a coin purchase a fortnight or so after the missions first roll. With how often missiosn are released you KNOW that people will have more stuff to gift, you get your clicks, people get to play the game, not just wait for the kindness of neighbours.

Freemium games still need to feel like you're progressing without paying, the paying is meant to hurry along the impatient, not give people the option of stationary or moving.

The amount of stuff needed lately? The amount of builds and crafts etc... That is what takes huge steps towards festering the discontentment.

If people enjoy a game, they'll be more likely to pay for it.

Make it good prices in a good game that's enjoyable even without paying, and you're onto a winner. It's not about glitches, they happen, it's about gameplay decisions that have been actively made.

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Players? Zynga? Join me in the bar, we ALL need a drink now.

Players, empathise that Zynga are a business. If NOBODY bought HS, the game would go away. I've played games that have become unprofitable and have shut down. They want money, they need money.

Zynga, have a think about WHY Players are so adverse to paying for things, examine your project and think, what could we do to get more Player contentment.

Do it because you love the game and want it to succeed or do it because it might make more money, whatever your reason a better product helps everyone.

Now clink glasses, drink up and lets get to work. We've ALL got things to think about.

Saturday, 7 July 2012

The Misfortunes Of Missions

[Please note: this blog is my own thoughts and ramblings. Anything contained in it does not necessarily mirror the thoughts of the other admins or Express as a whole.

Although I do have the membership of Frontierville Express to fall back on for impressions, there's going to be people who disagree, I don't speak for every gamer, just myself and the views I've got from my own gameplay and the page.]

I'm going to start this post with a sentence you'll have seen a lot.

"Too many missions!"

This got me thinking, is this cause, or effect? Illness, or merely symptom?


See, work with me here. In my mind, too many missions isn't a cause for unhappiness but an effect of other factors. Missions are why we play the game, we should love them... but then it hit me, missions are like food.

Give me a steady supply of duck in plum sauce, chicken jalfrezi or jambalaya and I'm happy, keep it coming (What? I'm built for comfort not speed...). On the other hand, by the second plate of sprouts or goat's cheese quiche and I'll be thinking "ok, too much, too much!".

So, to complete the meandering food analogy, I think our problem lies not in the amount of courses we're being cooked, but the unpalatable nature of them.

I think "too many missions", isn't the problem, it's an indicator of other problems. With that in mind I thought I'd see what those other problems might be...

Sharing is Caring

I used to work for the BBC, one of our studios shared their building with a Chinese Medicine Clinic. People SHARE work space.

Recently one big problem for me has been single use buildings with long convoluted building procedures. We build them, and then they're never used again, specialised buildings with extremely minimal use.

It's most frustrating when there's already similar buildings, the most obvious example being Mae. One storyline has so far accounted for four individual buildings, a Sheriff Office, a Jail, a Courthouse and a Sheriff Academy.

OK, the Jail had it's own graphical interest as you build it up a piece at a time (like Lego) and see the Gratchets hanging out of it, but surely instead of the oversized Courthouse and Sheriff Academy we could have just used current buildings? Attach the courthouse to the Jail, attach the Academy to the Office, both would do the same job and not be out of place.


We're now seeing buildings for almost EVERY mission, and too many of them have a lifespan totally at odds with how long it takes to build them and the space they take up (the recent Ferris Wheel being an obvious example). They take days, WEEKS sometimes to build, but the only reason to build them is because we have to build them... they serve no useful purpose.

I see Zynga's point of view, they survive thanks to viral marketing, wall posts and direct requests. Buildings are a massive source of those posts. But they don't have to be NEW buildings, they also don't have to be buildings we have to keep for no discernible reason. There's two options I see...

1) We upgrade current buildings. OK, so instead of building the next to useless Sheriff Academy, why couldn't we just upgrade the Sheriff Office? We could still need all manner of building supplies etc, but no more space used up.

2) We build them off the homestead. The Ferris Wheel could have just gone next to the Country Fair, not using up room on our steads.

We also need to think about REUSING buildings, or giving them good bonuses like the Clock Tower. Too many buildings right now feel like we're trudging along a marathon for absolutely no reward but  a building that won't ever be used again.

Buy None, Get One Free

These days we're shopping deprived. Even as a man I love a bit of retail therapy, although for me it's gadgets and PS3 games instead of shoes or a handbag (well, not unless I have a "special" party to go to).

Currently we're seriously bereft of shopportunities. I seem to spend as much time browsing my inventory in the hope I'll have some forges or lillies than I do planting items from the market.

Again, we get it, Z need viral marketing, but there's a few things to think of here. For starters, any future players or anyone who takes more than a week to finish a mission thread is stuffed.

Usually at LEAST every other mission has one of these dismal free gift crops that needs sending or requesting. Once that comes out, interest in the previous one dwindles. We're then trapped between the rock and hard place of either begging to be sent them or sending items to other people we KNOW won't want it in the hope they click to return them.

It also renders almost the entire gifting page obsolete, the main reason I wanted to get to level 100 was to be able to send dinners to neighbours and help them in their game. That basic, useful way of being social and helping our neighbours, is now killed.


It also makes a mockery of the constant popup we have in game for us to send things to neighbours, why would we EVER use that when we know we'll need mission items? (Not to mention the fact the things in those gifting popups are, without exception, awful things like breakfasts etc).

Finally, things we should want to KEEP doing, fishing, Pigs, Sheep... game mechanics that we should want to do behind the scenes are ruined because we can't ask for American Moss, Corndogs or Lemon Mint because we're having to ask for new stuff. It takes features designed to be long term and replayable, and turns them into another short term feature, done to complete missions then never touched again.

So, Frontierville, either stop it completely, or do what you did with the mixed tulips and after a fortnight or so make the items market items too, for COINS. Hoping to get one of 20 different things you've decided can only be free gifts (seriously, we're not going to buy them for HS, we're just not) is not fun, in fact it's extremely dull.

Then, if you want to increase gifting? Take the Level 100 limit off being able to gift dinners and put them in the popup, I can say with almost full certainty gifting would rise.

Century Break

We need more clicks. Seriously, I used to think 50 was fine. It's not. 100 would be.

Zynga, let me appeal to what you desire. You want networking, clicks, virals etc. Many, MANY people stop after 50, give us all 100 clicks and it will increase YOUR statistics and help everyone, as people will be more inclined to help, even if it's something they don't want.

It's About Fun

The whole thing, from start to finish is about fun. The missions should be the most fun we have, and right now they're not, in fact quite the opposite at times.

Frontierville, dear Frontierville, I love you but you need to think what happens when a game stops being fun.

I say this because I care, consider it an intervention.

Monday, 21 May 2012

The Dangers of Deja Vu

[Please note: this blog is my own thoughts and ramblings. Anything contained in it does not necessarily mirror the thoughts of the other admins or Express as a whole.

Although I do have the membership of Frontierville Express to fall back on for impressions, there's going to be people who disagree, I don't speak for every gamer, just myself and the views I've got from the page.]





Dear Zynga, here we are again.

I must admit recently things have happened that have made me think you're really taking notice of the fans, we're seeing more stuff on our own homestead, we're seeing lower crafting levels and less upgrades to buildings.

It's been really positive and it's been noticed (and I'd say appreciated) by the fans.

So, please, listen to the general consensus we're getting from gamers and rethink repeats.

It's got to the stage "repeat" is a dirty word, there are people out there who just won't get past it, that becomes the overriding aspect of the whole thing. It may seem like throwing an entire burger away because you don't like the slice of pickle or dumping your girlfriend because she has a birthmark the shape of a mongoose riding a polo pony on her inner thigh... but it happens.

You could write any mission you like, and as soon as you add in that dreaded overview mission... It's dead to them. Worse than that, it taints all the missions, people often don't see interesting missions, they see the word "repeat" and bam.

What gets so insane is it's not even just THOSE missions, at the peak of "Repeat Fever" every mission we put up was greeted by "I hate repeat missions" or "No more repeats"... even when there wasn't repeats in the missions, it just became an automatic reaction. Frankly at it's height I probably could have posted a folder of tasteful art nudes of the admins and 7 of the first 10 comments would involve the word "repeat".

The cowgirl missions were great, these babysitting missions are great... but then many people dislike them anyway for the addition of that one factor, the R Word.

Worse, you often get accused of lacking ideas or creativity, you'll give us nine brand new missions with a total of 27 requirements. and it'll all come down to the two or three in the overview mission.

Surely whatever you are getting out of repeats, be it to slow the game down or increase wall posts for marketing, it can't outweigh the negative PR? An entire mission thread, which presumably takes some time to design and code up, all brought down by one bit of it...

So, ideas, ideas, ideas. I suppose usually this is the point I get all arrogant (other pages love that) and try and suggest what I think could be done differently... well, I hate to disappoint and the insults make me laugh so here goes.

1) The Unrealistic Nirvana Solution.

No, I'm not getting a naked baby swimming or some unenthusiastic cheerleader backing dancers, it's about a perfect world. No repeats at all, gamers hate them, we've got enough missions already, folks will like the missions so much more.

OK, here's the problem with that. You must have some reason to do repeats or you wouldn't keep shooting yourself in the foot by having them. Therefore, to hope they'll go away entirely is generally a fanciful notion... but hey, it's a game, it's all fanciful notions. You want a massive PR boost? Try it.

You know full well on current release schedules we'll have one or two more threads come out before the final mission of these is active so where's the harm? Doing the same thing again, just doesn't excite people.

For the gamers though I think we should be looking more at a compromise... remember, they can't give us EVERYTHING, sometimes it's good to meet them half way.

2) The More Realistic Compromise Solution.

OK, I'll start this bit off with a pointer to one of the things that annoyed people with the babysitting. If we're being told to repeat certain missions we'd expect to get close to the final total of reward items (in this case "hugs") that we need. Having barely two thirds of the final total from the mandatory repeats really wasn't on, a lot of people felt they were a little ambushed there.

Instead of tying us into specific missions, just give us a set total of items such as Hugs we have to get and let us loose.

The fact is we all know the missions you get us to repeat will be the worst ones, to the point that your average player will know they've got no chance of finishing them off in short order.

If we're going to repeat, let us pick how many times we'll do each one, like you have in the past with the Native American threads, along with the overall bonus for completing each mission ONCE.

There's going to be the advantage to those prepared to go for the harder missions, more "hugs" or whatever is that series reward is, better individual mission rewards like mystery animal crates etc that people won't mind challenging for.

Personally, I would rather do a mission that takes me a day or two 10 times, instead of a mission that takes a week or more to complete even once. I want to feel I'm succeeding, not just seeing the same icons in the same places every day and picking which gets my limited request stock this time.

I know it's a balance for you, you have to keep it interesting and fun, while still making sure you're advertised by the social part of the game. We get that, we don't mind that... but there's something mildly predictable and boring about knowing the missions we'll be forced to repeat will always have an undue amount of requesting in them.

The average player will never be short of wall posts, eventually you run the risk of alienating potential gamers by having them see folks post 6-10 times in a row for all different kinds of things.

In all we're going to need to request 844 items during babysitting, 288 of which comes from the 2 repeats each of missions 4 and 8. Was 556 Wall/Direct requests too small a number?

So let us pick, let us feel like we're achieving things by letting us have the choice over the missions we want to repeat. Have these as the requirements...

Collect 120 Hugs
Complete Missions 1-4
Complete Missions 5-8

There we go, we've all done the missions once, and now we get some autonomy, some personal choice about whether we'll hammer the little missions again and again or push the bigger ones for better rewards.

If nothing else, think about it logically for a sec. We can only post once every 6-8 hours anyway. Does it matter if we're posting for muffins to finish mission 1, or mounting bolts to finish mission 4? Add that to the fact that as they're daily missions and we're seeing a two thread a week pattern, most players will have TWO more mission threads appear before the final mission of this one.

What makes more sense? Players losing interest in an entire thread because of one word, or players searching the thread to see which are the best missions to keep doing?

Players just want to achieve things, they want mission completion popups, they want rewards, they want to FINISH something because it gives a sense of pride and achievement.

So... if you can, stop the repeats altogether, I don't know your reasoning behind them but I could probably argue each one, in the end always coming back to "folks hate them".

But if we have to have repeats, just let us pick WHAT we'll repeat. Give us a reason to do the harder ones, but don't FORCE them on us. Number of posts, speed of game for the fast or rich minority... neither of those things really seems as important as a happy player base.

Friday, 13 April 2012

Why, Zynga, Whhhhhhhy!?

Zynga... Oh Zynga, you just couldn't do it could you?

You build me up, you let me get a taste of wonderfulness, then you just ruin the moment, like a 20 stone old guy in speedos in the background of a family holiday picture.

And thus, did I gaze upon the wonders of your latest mission thread, The small and understated wafers of crafting, adding texture but not enough to become stodgy and stale. The fruity pieces of requesting, just enough to give us the spice of social interaction, but not enough to turn to the bitterness of overuse.

The sumptuous and colourful ice cream layers of requirements that need us to work on our own homesteads... bringing us memories of the golden days of FTV and giving us exactly what we had begged for, the chance to work, the chance to be self sufficient, the chance to grow and nurture the givers of dropped items for ourselves.

You finally gave us something great, a Knickerbocker Glory of mission thread delights, combining just the right amount of ingredients to make it a treat to savour.

And then, and then... as if solely done to make me weep... you ruined it all by topping the sweet guilty pleasure of a great mission thread with the Boiled Sprout of Repetition, half hidden in the cream to boobytrap us into tasting the sweet, sweet missions and GAH!

Why? Why torture us so?

What is so painfully funny is that I feel it's probably done because of the sweepstakes, to make it hard for the prizes... but *whispering* folks don't care about the sweepstakes.

If given a choice between a 1 in a few million chance of some cash or a few weeks of actual fun in the game, I'll pick the latter.

So, when taken to it's logical conclusion, it can be summed up as: "And Zynga then paid $2'500 to annoy players."

Let's be honest, if you want to pay $2'500 to make us unhappy there's better ways.

Acquire the licence for a series of missions based on Piers Morgan.

Sign up Justin Beiber to record a new theme song that we HAVE to listen to.

Hire me for a couple months to bring my unique brand of sarcasm to the forums.

All of these things will annoy a large percentage of your membership for the same money, but here's the kicker... Probably LESS people than a new set of repeatable missions... People REALLY hate them... like, Yankees/Red Sox or Sane People/Rush Limbaugh type hatred...

In fact, let me sell you an idea, actually you can have it for free, like a gift... just, you know, let the marketing department roll this over in their brains.

Campaign Identity: Not doing Repeatable Missions.

Planned Audience Response: Pleasure.

Overall cost: A SAVING of $2'500 all in with no cost outlay.

Level of Risk: 0%.


I know I'm not going to be on the Apprentice any time soon... but I think gaining yourself a net $2'500 and public support for doing nothing... that's a pretty good business strategy in anyone's mind.

And the next time we gaze upon a naughty but oh so nice treat from you, we're not in any danger of a vegetable-based boobytrap.

Saturday, 17 March 2012

An Open Letter To Zynga

[PLEASE NOTE: as with everything else in this blog these are my personal thoughts. They do not represent the opinions and views of Frontierville Express, the other admins or members.

This will likely never be seen by the people that matter, but I feel I have to write it. I would be obliged if, should you agree, you share it... who knows, someone may find it who DO know these people.]

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Dear Sir/Madam,

This is a hard letter for me to write, because it's something I didn't want to think about really. I love this game, and I want it to succeed.

The game itself has given me many, MANY hours of enjoyment, and allowed me to meet some amazing people who, Frontierville or not, will be around in my life for, I hope, a very long time.

But the game, as it is, is teetering on the edge of an abyss.

I only wish I was being over-dramatic, I have scoffed, I admit, at the more hyperbolic comments left by folks in online forums regarding the game and always thought it had enough about it that people would always want to play it. I don't think that any more.

The following will be tough, but I hope, fair. You may stop reading, you may just categorise me as a crackpot who doesn't know what I'm talking about. But I know games, I know marketing and I know the players, I spend my time talking to them, helping them and listening to their problems.

The fact is, you've made some serious errors in the game over the last 6 months, errors that will cost the game players, HAVE cost the game players... and will continue to do so as you don't seem to be of a mind to solve those errors, but instead you compound them, like a social experiment on the breaking point of gamers.

We understand glitches will happen, we understand limitations will happen, what we don't understand is why choices are being made that are actively, and expansively, taking the fun away.

Let's start with the missions. Quite WHY we are being inundated with the amount we are is something I simply don't understand, especially with the complexity of them.

This week we had THREE mission threads totalling 26 unique missions, 40 in all including necessary repeats.

Why? I understand you're keeping a plotline going, that you'll have some kind of list of "stations" on a railroad track somewhere plotting what we'll be getting to keep the story rolling.

If that is the case I'd imagine you have a Birth plotline coming in the future that will finally reach the end of what has felt like the most demanding pregnancy ever, and has led most players to wonder how on Earth Hank managed to "do the deed" in the first place without our help collecting 20 Barry White records, 20 candles and crafting one strong bed.

So, OK, I'll give you that one, the Baby Naming pushed the story on. But what about the others?

The Family Tree is disconnected from any plot, this get together could have been planned next week, next month, next Summer for that matter. There was no reason to place it in the game beyond "we've had this idea, chuck it in."

Equally the Prospect Falls missions could easily have waited, in fact it would have made more sense to occur once more people had got into the last set of missions in the Falls, so when Falls missions are slipping, something else comes to pick up the slack and keep our interest going in the new expansion.

I love cooking and cookery... and I know one thing for sure. Nothing is as bad as taking a basket full of ingredients and thinking you have to use them just because they're there.

It wouldn't be so bad if these were simple missions, but instead they are needlessly overcomplicated, stuffed full of depressing repeats, monotonous crafting and tedious waiting for friends to send crops or trees that are only available as free gifts. (I've gone into a diatribe about the awful nature of many of the missions elsewhere, I shan't go into it here as well.)

The missions themselves, the FUN of the game, are no longer fun, they are a chore, and a confusing chore at that. I'm friends with some people who are almost FTV-savants. They could have 10 missions on the go and always know what they need for which one and where they are in terms of planted crops or growing animals.

That doesn't happen any longer, you have done the impossible, you have done the equivalent of baffling Stephen Hawking with a maths problem.

They're confused, and people don't enjoy being confused. People like to feel they have some control and aren't just flailing around trying to grab hold of something enjoyable like a blindfolded Hugh Heffner in a ballroom of Playboy Bunnies.

Surely you know, surely you talk in-depth with the community people on your staff, the ones who connect with the forums or the support agents? You must realise that we are in, if I can veer into military vernacular, a Red Alert, a Defcon 5, a deepening and seemingly inescapable Afghanistan of morale.

Surely you're getting feedback and realising what we see daily... that the game just isn't fun any more. How many people are merely doing it now through a sense of duty or routine? How many are just doing it because the game has given them good friends and they want to keep connected to them?

Right now, as someone who works a fan page the negativity is soul destroying, remember we get it ALL day, other folks can have their 5 minutes writing a negative post and go play with a puppy. It's all we see, and it's worse because it's totally and utterly justifiable.

Mission releases used to be fun, exciting, something to look forward too. The admins would write the stuff up and know folks would be happy to get new missions and new items.

These days we know there will be apathy at best from a large percentage of members. You have somehow made the arrival of new stuff... depressing.

I honestly don't understand why, which may be the most frustrating thing of the lot.

Is it the marketing of so many wall posts and direct requests? If so I've explained previously the short sighted nature of that feeling, the turn OFF that 12 posts in a row will be to new members, not to mention the fact if players leave that will put quite a dent in that scheme.

Is it to try and slow down the people who pay horseshoes or cheat to complete mission quickly? If so you will excuse my French when I say "screw 'em". Let them rush if they feel the need and then let them understand boredom.

I can guarantee you that if you're fearing the "I'm bored" crowd will cause a mass exodus of players from the game then you are very wrong. The amount of people who would leave because of a lack of missions is a meager percentage of those being driven away by a lack of enjoyment, a crushing feeling of being overwhelmed and, ironically, boredom.

You know what's not really boring? Not having any missions so trying to catch up with badges, collections or Bulletin Board shorts.

You know what IS boring? Doing the same mission more than once. Waiting 8 hours to ask for something. Crafting the same item for the 12th time from something that is identical in use and name to something we've used before... but is "new" so none of them count.

If this has somehow reached someone in power, and if you're still reading, I beg this of you. Talk to the staff below you, talk to the people who run fanpages and have daily, even hourly (heck, minutely if that's a word), contact with dissatisfied players, a group that is becoming the majority.

I've said it before and I'll say it again, we love this game and are prepared to compromise, requesting, crafting, even repeating have their place in the game to some extent. But when even the most ardent of players dread the arrival of missions? Something has gone horribly wrong, the GAME has gone horribly wrong.

And all we ask is you take some time and think about what we're saying.

We understand glitches, we understand the game will have technical problems. What we can't understand is when the game has 'problems' placed in there specifically when 10 minutes on forums would show it to be a bad idea.

Take me seriously or consider me a mouthy jerk... Please talk to other people. Because I can say with almost 100% certainty, you'll find others who feel the same way.

Yours sincerely,

Andy Spencer

Monday, 13 February 2012

We Don't Want No Charity...

[PLEASE NOTE: as with everything else in this blog these are my personal views and opinions. They do not represent the opinions and views of Frontierville Express, the other admins or members.]

This is going to be a controversial post, and in some ways a hypocritical one. I wrote this at the end of last week and have debated long and hard whether to post it, but I've decided I have to. It might open me up to accusations from either side, but that's the delight of this little bit of webspace, this *waves arms around* is neutral territory.

If I'm brutally honest I tend to get a little drained by the negativity that often accompanies the missions these days. We love the game and want others to do the same, so we try to stay relentlessly positive, but sometimes it's hard.

I'd say some players' morale is pretty low, and what is upsetting is large swathes of complaints aren't about unavoidable glitches or problems in the game (we've always had them and will always get through them), they're about things that have been actively chosen to be that way, namely the sheer amount of missions and the morale sapping amount of requesting needed right now in the game.

Requesting is a necessary evil. The idea of a game without requesting is, at best, unrealistic. But on the other hand, it's monotonous being stuck for hours at a time with nothing to do but watch the letterbox and wait for the next chance to ask for items again.

I have 10 missions right now, and every single one of them are waiting on requests, either wall or direct. I also have a mission in Holiday Hollow waiting on direct requests and the Irrigation Station half completed waiting for... direct requests.

That's without the Valentines missions which, I will openly admit, I'm not going to even start.

Now, I know requesting and wall posting is an integral part of the gaming experience on Facebook. If I want a game I can play on my own with no help at all from outside, I'll load my PS3 and pound on some draugrs in Skyrim or belt a Lambo round the Nurburgring at pant-wetting speeds in GT5.

We need wall requesting and we need interaction firstly because it's how the game promotes itself, secondly because interaction stats etc are important in how a game is graded. We will never do away with it. Plus... let's be honest, in small measures (As part of a balanced diet etc, etc) it's FUN... there's nothing wrong with asking for stuff here or there in a game.

But surely you can see how this current over-reliance on requesting harms both the ones you have and the ones you want to get?

With nothing to do but wait players will go elsewhere, they'll find new games, new ways to spend their time... and they may never come back, or they might just get so used to not being in the game. You can't expect people to go from 8 hours of waiting for something to happen to the all action push of a new mission thread all the time. Gaming is about stickability, it's about how long you can keep people playing your game, and if there's nothing for them to do... they won't stick.

These games work because they're an addiction, but addictions are to things that are enjoyable or fun. An alcoholic isn't addicted to hangovers, a junkie isn't addicted to withdrawals, a smoker isn't addicted to coughing, a nymphomaniac... OK, I think you get the idea.

Harvesting, tending, building, clobbering, mastering... they're all fun things to do.

Requesting is dull, monotonous and repetitive. It's like video game Valium. To complete the recent final overview mission in the Valentine Thread, finishing missions 9 and 10 four times each, needs 248 direct requests and 336 items from walls, that is (not counting any got from clicking other people's posts) over 67 wall requests, for that ONE part. that's over 20 days of solid wall posting every 8 hours to complete one thing, after all the other missions and their needs are met.

That's not a challenge, it's a chore (and I enjoyed Canning, so I'm not anti-challenge!). I can see right now it's something that can only be done with a lot of pain and suffering, like trying to run a marathon, and I've already waved the white flag.

I like planting bulbs in my garden. I like looking at and photographing the flowers that result... but you won't find me sat gazing lovingly at a shoot for 8 hours waiting for it to noticeably grow.

Look as well on how it seems from the other side. You promote via wall posts etc for new players. But will a gamer wanting a new fix see someone posting for 7 things in a row (often with a comment akin to this one I saw this morning "Christ, will asking for this never end?!") and think "wow, LOADS of requesting, that's the game for me!"

Allow me to give you a hint, the answer starts with 'no', ends with 'way' and has a rude word that's a slang term for coitus in the middle.

Spare a thought for new players as well. You need new players to replace the inevitable turnover. Even the best games will lose players over time, people's lives change after all. But what will those new players find themselves in?

Even with dozens of established players as neighbours they're going to find coming up on some of the missions difficult. I can tell you from bitter experience, having taken just a month out for health reasons, that getting back in the game is no easy task. I've only just completed the repeatable Wikiwah Mustang and Respect missions, I still have to finish building the New Year Hoedown and Hollie's Sleigh for the Hollow mission. I hope to get Amber's colt healed sometime between now and July...

[EDIT: I have now completed all the above, now I'm waiting on the Train. And the Baby Wagon. And the Baby Shower. And three buildings on the Falls. And the Debris Generator.]

And that's despite having some brilliant neighbours who will click everything I put up whether they need it or not, sacrificing their own clicks. I pity those who don't have folks like I do, if they just have people who keep their 50 clicks for the stuff they need, because they are going to be in deep trouble, some stuff may just never get done, and that is massively disheartening. I don't mind knowing something might take a while, but if I see no end in sight...

We should NEVER get rid of requesting, there's actually something of a buzz to opening your gifts of a morning and finding that last piece that completes a mission or finishes off a building. It should stay as a part of the game, this was never designed to be a solo game and I ENJOY helping people.

But that's the problem, I don't feel helpful, I feel like I ask for more than I return, I feel like my whole existence in the game is reliant, as Tennessee Williams would have it, on the kindness of strangers.


So why not get a bit more creative? Right now the rewards for posting that you've visited someone are pitiful, an old building material most people never use any more. Make that something worthwhile, a lump of XP for example, and folks will want to post more often, I NEVER post to friends wall that I've visited because I know they don't give a monkeys about a brick or a hand drill.

Ditto the reward for hiring a neighbour, Tools haven't been used for ages in a mission, so why would that prompt someone to publish?

The main point here is people like to HELP others, so OK, here's another idea. The crafting items that drop from things on our homestead (sulphur from rocks, rowing boat planks from trees etc). How about two, three times a day a message would pop up when you found one "You've found extras, give them away?"

Saying yes would put a post on your wall where 3-5 people could click it and get a sulphur or plank or whatever the supply was? Ditto with collection items, just as it works with the saloon drink daily bonus.

Giving, not begging. Most gamers don't like to ask, but they love to give, especially if you whacked on some XP coming back the other way.

Lately FTV players see themselves sitting on pavements with a dog on a piece of string and a cap out hoping to catch building supplies. That's not a fun way to imagine yourself being.

Picturing yourself as a philanthropist throwing around goodies and giving stuff away, that IS fun! It'll also appeal more to the gamers you're hoping to catch with posts. Earlier we spoke about how so many begging posts will put potential gamers off, but if they see a game where things keep happening to let them help their neighbours... completely different mental attitude to be in.

Finally, an extreme suggestion...

Remove ALL requesting from the Bulletin Board, they were a brilliant idea to waste time between other mission threads and while waiting for stuff to arrive, then you just tacked on a request requirement to EVERY mission so instead of being filler, they're just one more thing to request for and then ignore for 8 hours because there's nothing to DO.

It's collecting teamwork and helping hands, so just make it like "affection" during the anniversary date mission, stuff that drops from NEIGHBOUR homesteads. We're getting helping hands, so make it that we get it by helping. Add this to the much better rewards for visiting I suggested earlier and you might see more posting... heck perhaps this could even BE the post reward.

"Do you want to tell your neighbour you've visited and give your neighbour a Helping Hands?"

It's a simple mental change on both sides. Players need to change their mindset and realise that there WILL be some requesting, that's life, and in fact, done properly and not excessively, it's fun. But Zynga, you need to realise not EVERYTHING has to be requesting. It's doing you more harm than good.

I also believe people might be happier about the high quantity of missions if they knew they'd be more homestead based, and not something that would leech at their limited wall clicks and direct requests.

There's a place for asking, what I'm saying is for the love of Jack, CALM DOWN. I'm honest when I say that it's driving players away.

We don't want to spend our gaming days begging for charity, we just want a good game that's fun to play, and we're mature enough to be ready to compromise to get it.

Thursday, 1 December 2011

Lots Of Little Pies Or One Big One...?

This has been a subject I've so far avoided talking about, firstly because it's not funny and I prefer to have a joke, secondly because it's a very divisive issue and thirdly because usually I'm either described as a Zynga Stooge or criminally Anti-Zynga, often both of them at the same time.

But, I've decided to do it. I'm going to blog about Horseshoes.

I think, in our lucid moments, we all agree Horseshoes, Crowns, Farm cash etc is a necessary evil. It's how Zynga make their money and it's what keeps the game alive. No shoes, no money, no Frontierville, they're a business.

A world where everything is available for easily obtained coins is a cute little utopian thought but unrealistic (as I fear, are most utopian ideas... yes, I'm a cynic.)

But what I do often wonder is whether Zynga might be better served looking at having lots of little slices of lots of different pies, and not a few larger slices of one big pie.

Let me explain without food related analogies... Every time I look at the prices of stuff in the market or when Limited Edition animals come out, one thought comes to mind, "too expensive".

[Boring bit, I'm going to use UK Pounds... for reference £1 = US$1.57 | C$1.60 | Aus$1.54 | 1.17 Euros]

Now, at the moment Horseshoes cost 8-10 pence per Shoe (unless you buy the daft 1000 pack, then it's just over 7) and because I'm disturbingly sensible about money, that's the way I tend to think of it.

Take these new Australian limited edition animals for example. Altogether they cost 200 Horseshoes which ranges from £14 - £20 depending on which package you bought. Now me, personally, that's a little above my "impulse buy" threshold.


How about some other "real world" prices for market items?

Pardoned Turkey - 100HS - £7-£10
24 Hour Master Farmer Boost - 130HS - £9 - £13
Melons - 2HS each - 14p-20p each (they're like Pringles, who'd only have one?)
Dr Cluck - 80HS - £6-£8
Gold Fountain - 60HS - £4-£6

How about the most expensive item in the market? The Jungle Gym is 250 HS, that's £18 - £25 for that one decoration.

To me, even though I agree with the IDEA of Horseshoes, this doesn't seem to tally up with real life when I look at the actual COST, not in fantasy money but real money.

If those items in the market were for real cash, there is no way I'd even look at them. My working life is not going so well that I could sit and think "couple decorations, couple animals, field of Melons... yeah, it's only 100 quid or so..."

I will happily admit I have an impulse buy limit, and I do buy add-ons etc for games from the Playstation Network (my other gaming platform) but for ME, a single item in a game needs to cap at about £1-£2 at most.

To provide some balance, some things in the Market DO go under that, and are what I'd suggest are ok pricing. Badgers for example are 5HS each, and 30p-50p is what I'd call a sensible-ish price for an item like that, but even then... I'd say to reach most impulse buy limits you should probably get a couple for that money.

And so, finally, to the point. In marketing you have a couple ways of selling things.

If you make something big and exclusive, millionaire playthings (luxury yachts, sports teams, Bugatti Veyrons) you can afford to make them expensive and aim for an exclusive clientèle.

On the other hand if you make normal things (toy boats, sports video games, Fiat Puntos) you look more at smaller profit margins and mass sales.

You're pretty much choosing between expensive to a few people, or affordable to many.

To me, I think Zynga need to lean a LOT more towards the second option, and they might find it pays them in the end.

Ask yourself this question: Which is better, one person spending £50, or ten people spending £5?

Hands up who said the one person...

Hands up who said they're both the same...

Hands up who said the ten people...

Congratulations to the last group, they're the right ones. Even though the gain at that time is exactly the same, those 10 people may well return, they may well tell friends, they may well suggest to others to go spend money.

Even if the cost of horseshoes stayed the same, my own view is Zynga could see an upturn if they just became a little more sensible with their pricing. Instead of 200 Horseshoes total for the LE animals, what about 50? Instead of 250 HS for the Jungle Gym, what about 25?

Give us more for our money.

Buying items in games like this is almost 100% impulse. Like grabbing a chocolate bar in the supermarket or ordering that Green Day CD you find marked down on Amazon. Just like impulse buys the more you do it, the more addictive and easy it becomes.


Give people quick, simple cheap ways to spend horseshoes and it becomes easy to click here for a badger, there for a boost, anywhere for a mission requirement. I'm talking things that cost one or two horseshoes. Yes, I'll use the phrase again, IMPULSE BUYS.

Zynga get more people buying horseshoes which will likely level out the difference in prices and we get more boosts, decorations and cute animals to play with. Win-Win scenario.

There aren't that many types of Horseshoe person, the types are:

Will buy it no matter what - These people will continue to buy Horseshoes, whatever happens. They won't go away if Zynga make them cheaper, in fact it's more likely they spend the same money. Most folks I know don't buy Horseshoes for a specific reason, they're just a treat they buy for themselves each month or so.

Won't buy at all - Zynga can totally ignore the this set of people in marketing considerations. Some folks just won't buy at all. Anything from these folks is a bonus, but I'll tell Zynga something for certain. You won't get them to spend by keeping things the same.

Would buy if it was cheaper - Ding, ding, round one. Here's the market in the middle that would be the place to look because THIS is where extra buys would come from. Group one won't stop, group two won't start, Group three is undecided.

I would argue a lot of group three people would look at horseshoes if everything in the Market that's desirable wasn't so damn expensive.

So, Zynga, let me appeal to your capitalism if nothing else.

What do you have to lose by dropping the pretty daft prices on a lot of market items? What it won't do is stop people who currently buy shoes from buying them. What it CAN do is make new people buy them.

Horseshoes are necessary, we get that. But they also don't have to be an expensive plaything.

Tuesday, 19 April 2011

Giving Everyone a Work Ethic...

One of the most divisive issues in Frontierville (I'm ignoring Canning, let's just agree it's not actually that big a deal?) is the existence of NPC's, Non Player Characters.

By that I mean Bess, Fanny, Hank etc, all the "townspeople" who stand by their business or home and can be interacted with.

For everyone who likes having them around there's someone who complains they're in the way or cluttering up the place. However, one thing that came to the fore when I was researching this (I do actually do a bit of research for some of these posts, for the hedonism post I asked my neighbour's cat, she said "meow" which is cat for "you're so right!") was that folks are better disposed towards the "active" NPC, Bess, than the passive ones (always best to have someone who's active not passive...) and if the other NPCs DID something... Perhaps they'd be happy with them being there.

And so, I got thinking. What could the NPCs all have as a "Daily Bonus" to make folks better inclined to have them on their homesteads? Cue Andy's Imagination....


Bess - Exempt, she's already a worker... Her hire command is brilliant, although a word of warning if you haven't found out yet... it DOESN'T count towards mission totals if you use her.


Fanny - OK, so Fanny is the teacher, seems pretty obvious what her bonus could be. I reckon that Fanny could work in the same way as a Horse Boost, we go talk to Fanny, she "teaches" us and for the next 20 or so tends we get double the usual XP for whatever it is we do.


Hank - I think, as Hank runs the General Store he could be used to fulfil a quest folks have made to us often. How about once a day you could visit Hank and buy a meal for coins from the store? Obviously have a sliding scale and not be too expensive but just once a day, the chance of buying for coins any meal you could buy for food (the HS only ones would obviously be exempt).


Doc Auburn - Three words. Full Energy Refill. He's the Doctor, he's surely got some restorative stuff to get you feeling perky again when you don't feel up (I think it's the blue diamond shaped tablets behind the chemist counter...)


Finkerton - Detectives don't just find missing people, they find missing things. Such as wishlist items or needed things for buildings... So once a day I think Finkerton could work the same as a care package. He goes off and tracks down something you've "lost" that'll help out.


Granny - With the general plot and personality of Granny this one was the easiest of the lot. Surely once a day Granny could get that shotgun out she loves wielding and act like a free Varmint Cannon! Click on Granny, select the varmint you want rid of and BANG... The old gal gets to use that bang-stick of hers for something useful instead of scaring the young-uns!

So anyway, that's just my idea of what they could do, I think it's both good for us as players and realistic (we have to remember the game limitations are there for a reason, buying meals for coins all the time or having an NPC shoot Horseshoes out simply isn't going to happen for the same reason cinemas don't have a bucket of free DVDs of the movie out the front).

It seems to be the NPCs are currently an underused resource...and one some folks aren't keen on. So perhaps his kills two birds with one... Granny.

It's an extra special reward for reading my post today... a brand new NPC! Yes, if you've managed to read all the way down here you've been rewarded with the limited edition "Invisible Esta" avatar. This admin-based NPC will sit invisibly just off your homestead and, once a day, can be clicked on to give a hint or answer to one game related question!

Lucky, lucky you!