Zynga is a creator of online games, most of them in real time. Zynga I have been coming with this for days, as I remember seeing some of these run on Yahoo and Spaces; But now it seems that its full potential lies in the Facebook magic With whom its integration is increasingly greater.
Most Zynga games have the same logic, so let's take a look at Farmville to amaze us with the ingenuity of its creators.
1. Creativity. Definitely, this is the most interesting incentive of Farmville, that mounted on a Flash application works objects that grow in progressive steps with a high graphic quality.
Farmville is not for everyone, but everyone who likes it becomes obsessive, to the extent that they must define criteria so as not to affect other activities. This, Zynga provokes thanks to a creative ingenuity that will surprise - and envy - anyone who has tried to profit from online gaming businesses.
Users over time find tricks to grow, sacrificing productivity, aesthetics, silver savings, compulsive shopping and achievement satisfaction ... all from a game.
3. Update. The creators of Farmville are not running out of ingenuity, I have the impression that they have two furry men with a couple of cups of coffee and a marijuana cigar just to crack what new things to put into the game every day. So far in the last two months it has been possible to see news such as:
|The colaboration, In which several users can work together, in exchange some nice red trucks and more silver of course.
|The production factory, with which they turned the apathy of the users to buy products in the neighboring grocery stores, in exchange for much fuel and more money. Incidentally, recycle what is consumed in a wine factory, a spa or a bakery, each with a gradual growth.
|The pigsty, to be able to recycle the surplus and send the pigs to look for truffles. This is to improve the use of what is left over and the patience required to see the olive trees bear fruit.
|The growth of vehicles, which can be put into a garage, to extend their range capacity. Thus, if you have fuel, you can grow and harvest a farm with more than 500 plantations in just a few clicks.
|The expansion of storage, through a hole that seems to have no limit to save all the artifacts that are left over and which weighs sell for 5 weights.
Those are just a few examples that are surely born from statistics, to seek that users take advantage of all the functionalities of the games. The growth of levels, in users who are now almost 80 has been like this, in constant evolutions. This creativity motivates both the new user and the experienced user who indulges in spending a lot of money on a large mansion and getting it back in a couple of days by selling from their factory and harvesting high-value crops in the market.
And everything is a game ...
An interesting example of creativity and interaction with users. They are constantly communicating bug fixes, which are often lost cows, sync errors, or slow update processes.
2. Profitability. Anyone who heard Farmville's business model at the table asked:
And what business is behind it?
The game is so absorbing, that for those desperate to advance, exchanging a dollar for an amount of virtual tickets with which they can fly the plane and grow the crops in a second is a temptation. It can be purchased in packages from one dollar to 50, via credit card, Paypal or redemption of points for some services.
The millions of users who daily use Farmville within Facebook, surely make many clicks on the right panel advertisement. And if you play from Farmville.com, there are AdSense ads in the same location, with the advantage that there is more space and some tools that can only be given away from here. There is also Farmville for mobile.
The workflow in the Zynga offices should be extremely interesting, between the design and marketing department, where a table is sketched novelties, the designers of Adobe Illustrator and Flash liking their ingenuity, the programmers of the layer Implementation ... a pleasure.
3. Collectivity. Farville is popular, because users make it popular. There are people who have never met in person, even who did not like each other before on Facebook, but with the collaboration of this game -They have commented to me- have improved their perception differences.
An interesting example has been the causes, such as collecting supplies for charity in schools in Haiti. The campaign was based on the goal, that if 400,000 user donations were achieved, Zynga would donate $ 100,000 for this project. In return people redeemed their gifts for pretty prizes that are placed in a strategic corner.
Here are some examples of farms, some of them very colorful, simple and orderly. Others with little taste, but productive. At the time of writing the post, that is the level they had.
Level One, even the machine hangs. At the level of detail, everything is in its place, although it must be stressful not having a place to store so much calache.
Level 82, simple design, productive farm. If you get closer, each section is a small space well arranged. Hours and hours
Moving them around until they were happy.
Level 63. Extremely heavy, and annoying dogs chasing you almost in slow motion. At the level of close details, very beautiful.
Level 54. We call this productivity. The avatar locked in the center makes it work faster and is not scrolling throughout the farm.
Level 53, Nice details and coffee background.
Level One, This is not knowing what a winery is for.
Level One, This I want to see when I'm in 70.
Level 22, there it goes…