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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

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.

Thursday, 27 October 2011

A Tale Of Two Villes

This will be something of a confusing post for me to write because when it comes to the subject matter, I'm a little schizophrenic.

Today, children, we'll be talking about Farmville, Frontierville and common influences.

Let's get this bit out the way first... I used to play Farmville, I don't any longer. I quit because I was bored with no missions to do and also I disliked the fact we suddenly had to ask neighbours for items to build things.

Looking back the second reason seems a bit strange as I'm now playing Frontierville, a game who's spamming and marketing techniques are second only to Viagra emails in their invasiveness and, yes, annoyance but back then it was a simpler time, a few requests here and there and the devs hadn't got the daft idea everything needs a building.

Anyway, I'm meandering off the point.

The simple and unavoidable fact is that we will get ideas from Farmville hit us in Frontierville, in the same way as Frontierville was the first game to really be mission based, now they ALL do it. It does work both ways.

What we shouldn't do though is automatically assume that it's going to be a bad thing when we appropriate ideas from Zynga's biggest game and trot out the old favourite...

"It's becoming just like Farmville" (For shorthand purposes this will now be written as JLF)

...without actually trying the feature first.

Copied things aren't necessarily a BAD things... I can cook a mean risotto from a recipe card and I reckon a lot of folks reading this will have enjoyed tasting Nigella's pie or Ken Hom's chow mien.

For me, the defining thing is whether it FITS with the game, and whether it makes the game better.

Recently the old JLF was rattled out for the addition of Mastery. It's had it's problems (we didn't need two buildings doing the job of one and the popups might be a little on the large side) but on the whole I LIKE mastery, once the missions were done it was just something that sat in the background. If you wanted to do the repeatables to gain mastery, you could, if you didn't, it STILL rewards you every time you feed or harvest but at no cost to yourself.

I'd also say the rewards, and the reasoning, are right for the time. The more pioneers worked with certain crops or animals the better it would be, the better they'd get the more they'd be able to deal with better animals. Arguably the badgers are daft and anachronistic but the rest of the animals were all well designed and true to some semblance of life.

Mastery was really a case of JLF being used pretty much for the single reason Farmville had it first. Even though mastery itself was fairly passive, it was just an instant dislike because Frontierville weren't first.

On the other hand we had the survey the other day for animal breeding, something I was vehement in my dislike of, on the page, on the survey and in conversation with Zynga.

It was wrong in so many ways. For starters I don't think Pioneer folks took all that much trouble to breed pigs with stars on, cows with fleece or goats that could do algebra. Secondly it didn't really seem to ADD anything to the game, apart from yet another chance to fill our Facebook walls with spam (have you got a Frontierville only friends list to set posts to be private to? If not, you should.)

So there we go, two ideas, both from Farmville, one good, one terribly, terribly bad. The genesis of an idea can't be the defining factor of whether it's good or not.

And so on to crafting, the latest item to spawn a chorus of JLF. My view, if you're interested, is it looks intriguing. For me it fulfils a number of the important criteria:

1) The building looks good and looks like something from Frontier times (there's a reason I don't have an Inn L'Amour and I'll be deleting and rebuilding my bank)

2) The feature itself is right for the time, probably even more than the Farmville version. Pioneers made their own stuff, there wasn't a nearby Ikea to help out.

3) The items to craft are nice, right for the time (I'm ignoring the Robo Chicken, I will in game too) and actually in one case something people ASKED for.

In the past when decorations have been talked about White Fences were mentioned, and here they are. I also think the stony paths look so much nicer than the dull and dreary yellow lines that are our current paths.

Ultimately though, I might change my mind when I actually TRY it. But there's the nub of this whole post, trying it. My positive thoughts are so far based on the feature itself, any negative thoughts will be the same. I'll judge the feature on it's own merits, not simply because another development team used it first.

Farmville will have good ideas, and bad ideas, so let's not be gameist and trot out the JLF too often, eh?

Wednesday, 19 October 2011

A Little History Is On The Cards

There's something of a kerfuffle going on at the moment due, largely, to something of a misconception about something in a recent game feature, so I've decided to cut through sensationalism a little and try to bring some history to bear.

I'm talking Tarot Cards.

So, a quick game of true or false.

Tarot Cards were created by pagans for witchcraft.
Tarot Cards are only used for divination.
Having Tarot Cards means you're going to use them for evil means.

All false.

Let's look at some REAL history. Tarot decks first appeared in the 1400s, not as a divination tool but to play the inventively titled game, Tarot (Or Tarock or Tarocchi), a game something like Whist or Bridge.

The opening player would lay down a card, the following player would have to place a card of the same suit down or a trump, or "throw away" a card of a different suit. The person with the highest card won the trick, and then the totals of the cards (each card had a different value) were added up for each persons tricks and the winner the one with the most points.

That's it, that's pretty much how to play Tarot, as someone who is confused into a stupor by Bridge even I can understand it. It was a common European card game, especially France and (always highly religious) Italy. Around 325 years give or take since the first game of Tarot is recorded is the first recorded instance of them being used for some kind of divination, and it wasn't until someone made a vague connection in 1781 that things started the innocent card game along a road to 'corruption'.

Tarot is even still played today, Germanic countries are a hotbed for it, and none of the players are evil, the players are enjoying a card game, for that's what Tarot is, despite any twists that can be made with its cards.

Now, it's fair to say that yes, Taromancy is a commonly known method of telling the future, but let's look at other items commonly used for divination.

Chickens - They would sacrifice them and tell the future from their entrails.

Stars - One word, astrology...

Water - Hydromancy, the color, ebb and flow, or ripples produced by pebbles dropped in a pool.

Fire - Pyromancy, casting something into the fire and checking for smoke etc.

Numbers - Numerology, still used today when people think they can divine things about you from your birthday etc.

Singling out Tarot Cards for singular dislike is as logical as saying we can't craft fire in the game because people have used it in the past for divination... and as for those pesky chickens in their dark satanic coops... No, we don't think that.

Tarot Cards are a tool of divination, just as chickens, water and the stars are, but that's not their PURPOSE. Nothing inanimate is inherently evil, it's all down to how it's used.

There are stunning misconceptions about Tarot, but the simple answer is this... it's a card game. An innocent one where the participants' only attempt at telling the future is to plan which card to play, and all players stay fully clothed and un-sacrificed for the entire performance.

Frankly it makes me laugh to think of all the heavy metal bands who think they're going all satanic with their album or track names when actually they could have called them Gin Rummy or Patience...

As an example to finish... would you be offended by a crucifix? What if it was simply placed upside down? It's amazing what innocent objects can be evil when used wrong... but that's not the object's fault and not a reason to shun it.

Sunday, 2 October 2011

Andy Goes To Town...

[Please note this is an Andy Imagination post. I do not have ANY information about future plans etc, this is all in my head]

I've been having a little think about our homesteads, partly from seeing shots etc from the Halloween Ghost Town.

Something sprung into my head that would do two things that I'd quite like. Open up a chunk of homestead and allow me some more design flair.

It's no secret I love to design my homestead, in fact I've always been a fan of urban planning type games. Sim City, Zeus, Emperor etc, etc. City builder games.

By now my homestead design is becoming more limited with the amount of new buildings etc we're getting. It means everything is becoming very utilitarian, all business, no pleasure. And SO... here's my Andy's Imagination Idea for October.

A separate "Town" map.

We've seen the precedent, the greenhouse and the Trail both take us to separate maps that allow us to do different things, so why not have a second area for "Town" leaving our original areas as the Homestead.

The thinking is simple. The Homestead would be our "Farm" (I know, I know, folks hate the Farmville reference but that's what it is.) It'll have crops, farm buildings such as the barn, rodeo etc. It would be where we grow crops, tend our animals, it'll be where we and our families LIVE.

The Town area would be for the town buildings, Saloon, Inn, Church, Shops etc. It would be where we go to shop, to use amenities, to have a little drink...

So Homestead to work and live, Town to use buildings and shop.

The town wouldn't need to be very big, in fact it would only have to be, at most, the size of our very first homestead, only about 65% or so of a fully expanded homestead at the moment.

It would clear all the room off the Homestead that "Town" buildings take up, and let us explore our design flair. As well as being able to design our Homestead we could have a lot of fun designing "Town". It would be a much more logical place for statues, flowers, all those random decorations we've picked up.

We could design a main street, a school district with a playground, a church area with a proper design... Personally the increasingly tight surroundings of the homestead make me less interested in playing, tell me I have a 20-25-a-side Town area to design and I'd be as happy as Larry on nitrous oxide.

The other great thing it would bring is realism. Back in the Pioneer days you'd often not get a big town attached to a farm, they'd be split, at least partly. We're pioneers after all, not town planners, so why not let us have our pioneer homestead, all farming and self sufficiency AND a town to go to for fun etc.

In one fell swoop it would (well, for me at least) make the game better and stop folks worrying so much about homestead space, simply by moving stuff to a Town it would open a heck of a lot of that up.

I don't for a minute expect it to happen, but as with most Andy Imagination posts... I'd really LIKE it to...

Saturday, 17 September 2011

Are you suffering from RSD? - A Dr Andy Health Warning

There's an illness hitting the Frontier these days and it's not Prairie Pox... It's a new condition called RSD.

Request Surfeit Disorder.

I've got it, friends have got it, I think there's a chance you might have it. It's not airborne or carried by insects or water, it's not caught by exchanging body fluids in interesting ways, it's caught from Frontierville.

CAUSE: Far, far more requesting than is enjoyable.

Up to that point the patient will have found their life increasingly revolving around begging friends and associates for anything and everything needed before they can complete the simplest tasks.

SYMPTOMS: Include apathy, frustration, a lack of energy and diminished willpower.

The afflicted will show a general lack of enthusiasm about things they need to do in life and may twitch or generate a nervous tic when hearing the words request or ask. They will gain an intense dislike of Birthdays and Christmas when they're given things and may even find themselves incapable of functioning in social situations such as shops or dining establishments where requesting becomes an integral part of the customer-business dynamic.

Eventually, if untreated, the patient will find themselves on the other end of the spectrum. They'll be institutionalised into requesting and be unable to perform even the simplest of day to day tasks without requesting. For example when going to the bathroom they'll feel they have to request 15 toilet rolls first.

They're unable to cook without being handed the ingredients first, or even brush their teeth without a gift of toothpaste. Soon, everything in life will need 15 of SOMETHING handed to them... which will cause undue stress in all aspects of their home, social and, especially, sex lives.

CURE: So far unknown. At the present time patients must simply be cared for as best they can be. Be prepared to to pre-empt requests and give them items before they need to request them.

Thursday, 15 September 2011

My Frontierville Homestead

A little look inside the Frontierville mind of me...

As you can see, I lean towards realism with my homestead, there's very few daft animals (NO clothed ones!) or decorations as I really can't be having with dressed chickens or rings of fire. I also like having a nice thick forest around the back and some debris around just for realism (and it REALLY helps when needing bears...).

You might notice there's some buildings missing, they're either stored or deleted. If I don't like the look of a building or it doesn't feel right it's gone, Detectives Office is deleted, Pet Shop/Kennel is stored. It also counts for upgrades, I didn't like the look of the upgraded Inn or School so bam, back to basics on them. I'll do the same with the bank once I've got all the upgrade goodies, delete and back to level 3 or 4 that looks the most realistic!

So, here it is, the Homestead of me... (Click the picture for a high resolution version)

Wednesday, 17 August 2011

The Pioneer Trail - My View

I thought I'd indulge myself with a little blog, I haven't done one of these for a little while now and I've decided it's time to dust off the Workshop writing bench and rattle on about my feelings over The Pioneer Trail.

You'll excuse me if I only use the name for the new expansion part of the game because for me, my Homestead and everything in it will always be Frontierville and I will determinedly carry on with that name like a good old codger should.

The graphics on the Pioneer Trail are just stunning, I love the little missions and I enjoy the distraction immensely... however... Just like being a burglar in J-Lo's house there's a real danger of a big BUT just around the corner.

I've had some time to dissect the Trail now and I think I've got a good little handle on what it is, and I think many problems it has right now stems from people thinking it's NOT what it is...

The Trail is a side mission, an expansion, a diversion. It's the special features on a DVD or the cupholders in a car. To me the Trail is a Bonus Feature.

It's best played in short bursts, nip over, do a few things, do a couple missions and come home again, ready to take off to it again when you have a few minutes spare. It's not a book to sit down and read from cover to cover, its a gossip magazine to be picked up when you have to waste 5 minutes waiting for your sister to pick between all 97 pairs of shoes, or your mate to decide which brand of cologne is going to make him "lucky" tonight.

The problem is, because of how it's been released, perception of it has been altered. For one, the name change... What I play is Frontierville, and it has an expansion pack called The Pioneer Trail... but because of the name change people are seeing this new extension to our old game AS the game...


They're getting a backwards view on it. Instead of seeing it as Frontierville with an expansion pack attached to whittle away a little more of our precious existence in folks are seeing it as The Pioneer Trail taking to the fore and Frontierville being given the back seat, the supporting role, the Biden to their Barack as it were.

It also hasn't helped we've been bereft of new content for Frontierville over the last week or so. It's a totally understandable course to take, so much has been pushed out for the Trail to overwhelm it all with some new stuff on the Homestead would have been a little daft.

HOWEVER... here's the but again. By having no new content for the Homestead it exacerbated the feeling that the Homestead is becoming secondary. I know for sure new content is coming for the homestead, I can sit content in that knowledge, but other people aren't that lucky.

Already on Frontierville Express' Facebook page I've taken questions from people who are sure the homestead will be no more, that nothing new will be brought out for it, which is extremely wide of the mark, but it's an understandable fear.

Because of the combination of the name change and the lack of missions we see Frontierville being marginalised, pushed to one side. We also then, psychologically, see the Pioneer Trail taking over at the head of the table... the only problem is, it doesn't have the oompahs to be the top dog.

I love the Trail, I love it for many reasons. But I love it as a game extension. It's never long into playing I itch to get back to my Frontierville Homestead and play a mission, ANY mission... Hell, by this point I'd redo Canning...

The Trail isn't long enough, deep enough or filled enough to be the main game, it's only ever going to be a side dish in our Frontierville feast.

But the problem is with everything going on how it is, folks don't see it that way, folks see this as the big kahuna, the top cheese, the Godfrontier... and it's almost damaging the game itself. Expectations are being put on it to be a GAME in it's own right, not simply an extension of one already here.

It will never be a game in it's own right, but Frontierville is. Frontierville is a game that's kept me coming back for a year or so now, and it's Frontierville that keeps me coming back today.

I love the Trail in the same way I love cream on my hot chocolate and apps on my iPhone... as something to add spice, as the cream, not the hot chocolate.

I fear for the game if people play The Pioneer Trail and think that it's the main game, I fear for it if new players do likewise. It just isn't big enough or strong enough to hold up main game status. So I can only hope other folks think the same as me, that we've been given a great add-on, a wonderful extension to Frontierville, but NOT a whole new game in it's own right...

...and Zynga? Roll us out some homestead missions will you?