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Priamo Gregory

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Aug 2, 2024, 10:43:10 AM8/2/24
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There aren't as many characters to interact with in FarmVille compared to other sims like FrontierVille, but what characters there are all seem to be friendly and supportive. The game's publisher, Zynga, periodically runs charity drives through FarmVille that encourage players to donate money to real-world charities. In a Valentine's Day promotion, for example, players could buy exclusive virtual flowers and candies with the proceeds benefitting Save the Children.

Gameplay is simple to pick up, with everything explained in tutorials, and quests to guide the player along. That said, the sheer number of things to do and buy -- many of which are time-sensitive -- might feel overwhelming.

Many exclusive items can only be purchased with a premium currency called Farm Cash, which costs real world money. Farm Cash can also be used to speed up the game, and play instant win minigames like slots and sweepstakes. The game frequently advertises limited-time sales, cross-promotions with other Zynga games, and promotional tie-ins with real-world companies like McDonald's and 7-Eleven. FarmVille is also relentless about prompting players to invite neighbors and share status updates on their Facebook walls.

Parents need to know that FarmVille is one of the most popular and well-established games on the Facebook social network. The farming sim is technically free to play, though players won't get far unless they have a large network of neighbors to exchange goods with, or they're willing to pay real-world cash to unlock certain buildings, quests, and items. FarmVille lets players invite strangers to become neighbors without actually becoming their Facebook friend -- a great feature that cuts down on the privacy concerns associated with "friending" strangers on Facebook. However, those new neighbors can still send private messages within the game. Some kids find the game to be quite addicting.

Since its launch, FarmVille has evolved beyond a simple crop-growing and animal-husbandry sim to offer hundreds of quests and diversions, collectibles, minigames, and exotic \"destination farms\" to ensure that players are never stuck with nothing to do. Players build a farm from the ground up and then continue to tend it and watch it grow, but the real prestige comes from acquiring coveted, limited-edition animals and decorations through quests or by spending real money on them, and earning ribbons for achieving in-game milestones.

FarmVille has all the best and worst qualities of social games. It heavily encourages teamwork between friends, and has put privacy safeguards in place to let players seek out other FarmVille fans as neighbors without opening up their Facebook wall to the eyes of strangers. However, the game is relentlessly viral, with constant prompts to invite neighbors, share status updates, spend cash, and call on friends for help. The constant stream of new content helps to keep the game fresh and interesting, but some players might find it overwhelming as they struggle to keep up. Plus, FarmVille has quests that try to keep you in the game or returning often, such as crops that wither unless tended to, and quests with time limits. This is the kind of game that can easily become a time-sink (and money-sink, too), so players should always be careful to know their limits.

Families can also talk about the importance of maintaining online privacy when playing social games. What are the dangers of adding friends through Facebook? What should kids do if they receive inappropriate chat messages in a game?

In what ways does FarmVille try to entice players to spend more time in the game? (i.e. quests with time limits, new content, rewards for days of consecutive play, crops that wither if not tended in time). Families can talk about how to best manage video game playing time limits.

This has absolutely nothing to do with the blog, but it is a moment of passing for a bit of code that had a huge influence on the web. It has its roots back in the 90s in tech that powered games like Spaceship Warlock and Myst and was a gateway for many budding game devs to create projects that could be played by others. There was a whole era of crappy Flash games in the early 2000s, some of which were not all that crappy really.

CCP also brought in the HyperNet Relay gambling mechanic, the new wallet UI, and the Kicking over Castles update to make blowing up structures a bit easier. We got the Naughty or Nice holiday event which included a station to refurbish melted snowballs.

Blizzard introduced battlegrounds to WoW Classic early to stem the completely predictable carnage that came about from the introduction of the honor system. We also got the key chain and paid character transfers.

In WoW Classic we hit our peak group size as six of us ran off to the Scarlet Monastery graveyard. Back in vanilla a bunch of dungeons allowed raid groups of 10 players. Skonk and I also got our paladins out for the Test of Righteousness class quest.

We were also back in Gnomeregan for some quest clean up with Earl. I had to swap to my pally so he could tank. And then we went back with a different group mix. Then we went back in again to get Moronae the Crowd Pummeler 9-60. Finally, we went back to Scarlet Monastery to run through the library.

I was still running around tuning up my main in EverQuest II until the Blood of Luclin expansion launched. Getting to Luclin was a bit of a chore, at least the first time through. From there the run to level cap was pretty quick.

And, it being December, there were the usual reflection on the year gone by. I looked at my games played, reviewed my 2019 predictions, looked at the books I read, and reviewed highs and lows of the year.

It was December, so I had to go over the usual posts, scoring predictions, looking back at the highs and lows of the year gone past, looking forward to what I might play 2016, and something about the inevitable Steam holiday sale. I also made a chart to show what MMOs I was playing in 2015 because everybody else was doing it. I totally forgot to make that chart again this year.

In New Eden I got blow up trying to slip a Caracal out of Fountain. It happens. On the other hand, I did get my first kill mark on another solo op. I also hit 150 million skill points, an achievement soon to be made trivial by skill injectors.

The much reviled Fountain War Kickstarter was finally cancelled, as it was clearly not going to get anywhere close to its $150K target. But was that going to bank the flames of the brightly burning Goon hate? (hint: no)

CCP dropped the Red Moon Rising expansion on EVE Online, introducing a host of new ships including titans and motherships. They also introduced a new tutorial and new player experience, so some things never change.

The second EverQuest expansion, The Scars of Velious, launched. The icy continent of Velious brought frost giants, Coldain Dwarves, and more dragons to Norrath. It also introduced The Sleeper, a once per server event.

Here you can expect the usual. There will be a post tomorrow looking into the new year. I have a 2020 games post still brewing. Otherwise I will likely play the same games, write about them in the same style, and report and comment on bits of news that are related.

Basically, the month slipped by and ends tomorrow and there were several things I think I should have mentioned, if only to set their place in the timeline of what happened this month. So on to summaries and links and bullet points.

Standing Stone Games announced that Lord of the Rings Online will be getting a mini expansion pack titled War of the Three Peaks next month. SSG will be treating it like an expansion in that it will be available in three different versions:

Cutting through much of the general rage about the changes, it seems like CCP is trying to solve super capital proliferation via minerals. However, supers use the same minerals as T1 subcaps, so T1 stuff is going to feel the same resource squeeze. Updates that are all pain for no gain never fly well with the base.

While there will be no immediate change to any of the studios or their titles, it does raise the question as to what in the future will be exclusive to XBox and what will be available on other consoles or even on the PC.

Basically, I would put forth that it is the constraints that make the game, and that overcoming particularly onerous constraints are what make memorable moments in the longer term, even if they are frustrating at the time.

Instead of growing crops, you are running a dragon zoo where you can breed new and different types of dragons. The constraints are the typical time and currency. It takes time to build or upgrade habitats as well as to breed the dragons. And then there are the three currencies, gold, food and gems.

Gold is the easy, in-game currency that you buy most thing with, from paving stones to the floating islands that make up your dragon exhibit. You earn this over time by just having dragons on display, though you have to open the game and collect it from time to time, as each dragon habitat

And then there are gems. Gems are the constraint removal currency. When a new, limited time dragon comes out, you can spend time trying to breed it, or just buy the egg outright for gems. If that breeding cycles is 48 hours long, you can skip it for just 1 gem per hour. And the top tier habitats, which hold the most dragons and gold, can only be purchased with gems.

She explained that there was a limited time dragon she wanted, but since I am notorious for hogging the iPad, she was afraid time would run out before she was able to finally breed the dragon. This lead to some negotiations which ended up me becoming the day-to-day manager of DragonVale while she was the owner/CEO.

She set policy, which was basically about what dragons to breed and how (usually helped along by web.) along with handling all of the cosmetic work. I would make it part of my daily routine to click on habitats to collect gold, breed dragons as specified, exchange gifts with her friends (one of the ways you can earn gems in game), and a couple of other routine items, all of which generally takes about a minute to do maybe three times a day.

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