The secret to Farmville isn't gameplay or aesthetics
mediacommons.futureofthebook.org
mediacommons.futureofthebook.org
(1) WoW is defined by obligation, routine, and responsibility;
(2) WoW encroaches and depends upon real life, and is never entirely separate from it;
(3) WoW is always certain in outcome, and involves neither chance nor skill;
(4) WoW is a productive activity, in that it adds to the social capital upon which Blizzard and Activision depend for their wealth;
(5) WoW is governed not by rules, but by habits, and simple cause-and-effect;
(6) WoW is not make-believe, in that it requires neither immersion nor suspension of disbelief.
WoW does require more skill. And it is governed by rules not 'simple cause and effect' - but so is Farmville. WoW is also more immersive.
These differences are what make it a 'better' game to most gamers. But they don't change what the OP finds sociopathic about the game, namely that they're applications that use people’s sociability to control those people, and to satisfy their owners’ needs.
It is much more controlling, it just reaches a narrower audience. It is also equally social - the social interactions are arguably deeper and more meaningful, in fact.
I say this as someone who works in the field of online games (I run Kongregate). I do think the feeling of accomplishment and social satisfaction provided by games are powerful, and not totally positive. I also hope that the positive aspects of online game communities balance this out to some degree.
Edit: WoW succeeded in a competitive field largely on quality (and massive capital outlay). Farmville succeeded through the hyper-fast and skillful application of the A/B-testing 'lean startup' techniques widely admired and practiced by most readers of this site. If you hate it, it's worth thinking about how it came to exist.
Farmville succeeded through the hyper-fast and skillful
application of the A/B-testing 'lean startup' techniques
From what I've seen of it. It looks to me that Farmville succeeded through being an online MLM scheme.> So I say to the marketing person or the product manager, “Describe it in five words. It’s built. If six months from now we built every dream you have, how are you going to market it? Give me the five words.”
We’ll put that up. We’ll put up a link for five minutes saying, ” Hey! Do you ever fantasize about running your own hospital?” (laughter) And, well, maybe you have! In this economy, it’s the only growth area...
So first you try to get the heat around it, you see how much do people like it, then
http://grattisfaction.com/2010/01/how-zynga-does-customer-de...
I couldn't disagree more with this. Ever glimpsed at WoW guild politics? Many people get involved in this game because it's possible to keep up with the Joneses in-game, if not in real life. This is not a small nitpicking point. Games like these develop complicated social webs and social capital because they create a reality preferable to the one we live in, one in which anyone can see a path to success, a path that they are in control of. The real world is more ambiguous.
I've said it before and I'll say it again: you can structure your business such that it is also a success surrogate. Less dragons, better loot.
(A sufficiently data-driven business can produce shiny pixels of happiness every week out of a few hours of effort. Trust me.)
All that aside, I think his analysis of how Zynga made/makes money is pretty fair. The idea of social capital is crucial. But, why is Zynga depicted as evil--even sociopathic--for utilizing that social capital, while Facebook appears to be treated neutrally, and our government officials are portrayed as doing the right thing?
Very true from what I have seen. Nobody just starts playing something like Farmville unless someone else has asked them to.
It is kind of sickening to think about how much time is lost to crap like this.
I've tried to get her to go out in the garden, but no avail!
That's rather judgmental re: leisure time. Are you sickened by the time "lost" by people following or playing sports, or reading novels, or watching movies?
I don't play Farmville but I don't know of anyone that argues it's time well spent. Players don't even seem to be having "fun" by any normal definition. At best, it exploits social rewards to make you conform to the game makers' agenda.
Perhaps it's closer to fashion than recreation; where you're on a consumption treadmill that's largely controlled by others. Without the consolation of having nice clothes or looking any better.
I don't think it is really a fun game at all which makes me think how successful a similar game would be if someone got the fun factor right, something like a civ for facebook or something.
Maybe the easiest way to sum it up - I would not be sickened by anything that someone would enjoy telling me about. Tell me about a movie or book you like. Tell me about the the chess game you lost. Tell me about the five miles you ran. But if someone told me they clicked 20,000 times and enjoyed telling me that, I would call bull.
This is actually an excellent test of the quality of a leisure activity and one I'd never considered. "And then, I clicked on the OTHER square, and a pumpkin grew THERE, too!" I just can't picture that.
Does anyone else think using "addictive" or "habit-forming" to describe your product design goals is deeply immoral?
And yet this probably appears in a lot of Powerpoints pitched every day in the Valley. I had to sit through just such a presentation a few weeks ago, and I work at a non-profit. The whole thrust of this Valley drone's presentation was that he could get users to value anything, any behavior that the customer wanted, by means of psychological tricks and social rewards. Now that may not even be true, but when your Powerpoint starts referencing Pavlov and Zimbardo I think you have to take a look in the mirror.
I notice that you have 2258 karma. I think it's safe to say that you've formed a habit or even addiction to HN, but hopefully a rewarding one.
If my internal reward systems are telling me that running is good, for the most part it's because running is good.
Even on HN, there's a fundamentally useful activity -- contribution to discussion. The measurement system is distributed to users, but that's because the benefits are similarly distributed.
Things cross into "drug" territory when most of their value comes from tricking your reward system. Even drugs can be beneficial from time to time, but when too much of a person's activity is about chasing simulated rewards, we start calling that person "addicted". Most drugs manipulate the brain's desire for pleasure, or the rush of excitement. If we believe the author of the OP, FarmVille manipulates our desire for social connectedness.
You have a fair point, the dictionary definition of addiction includes words like 'damaging' and 'pathological'. But the mechanism of addiction is very similar whether the ends are beneficial or not. And a lot of the people use the word to apply to things that are not terribly negative.
This:
"One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest."
could have been:
"People may play Farmville because they invest effort and in-game profit into each harvest."
It is a horribly written article. Those extra adjectives all over the place offer absolutely nothing. One might speculate that if the comments here on this site - Hacker News - were written deliberately with such very many adjectives, punctuated through out each paragraph and sentence, you may imagine that perhaps one would precisely spend an entire laborious day completing in the end simply a singular article within that languishing timeframe.
This style of writing and speaking encourages reflection. When he says "One might speculate", his audience is encouraged to speculate themselves, to question his point, or to ponder if there are perhaps other reasons for why people play. Your revised sentence is dry and scientific, it says, "here's why, period, no need to keep thinking about it."
So to the audience at the time, the paragraphs were a timely hook that contextualized the idea within a relevant current event. Also, though they're not as well integrated as they could be (perhaps we can forgive the author that one, given that the talk was the day after Zinn's death, so it was a pretty quick addition I'm guessing), they tie back into the overall idea that a democratic society suffers from this kind of gameplay.
This instead read like a freshman's first English Literature essay.
The proposed alternative sentence is neither informative nor structural.
"People may play Farmville because ..." is uninformative; we were hoping to be informed that "People do play Farmville because ..." or that "People do not play Farmville because ...".
Nor does the sentence help the text flow. It is like encountering an if statement while reading code. Now there are two paths to follow, may and may not. The sentence imposes a cognitive load on the reader, but for no reason. The author is about to explain why not.
Reading this is like watching an alien race trying to figure out why these hairless primates are so fond of naked gymnastics. "It appears to be for procreation, but they frequently use contraceptives, so that can't be it. They're generally lazy, so exercise can't be the motivation. I know! It must be a complicated sense of social obligation."
While it does seem to be that, in Western societies, the societal pressure to cooperate and reciprocate would encourage people to keep playing, in Asian cultures (read: China), games like FV are based less on cooperation than on "sticking it" to other people.
The local version of FarmVille here is called "Stealing Vegetables" by pretty much everybody who plays it, and you get ahead by sabotaging or stealing your neighbours' vegetables in addition to growing and protecting yours. Kitchen games involve sabotaging ingredients, parking games stealing spots, and so on.
Indeed, a group of us were playing an iPhone game similar to FV called "We Rule", and while it was interesting for the first couple of days, it became so mind-numbingly dull that even the risk of annoying our friends couldn't keep us on the game. Cooperation only motivates so far.
So, while the author has (in a very long and winding way) hit on some interesting points about these games, I think there's still something else at work. My current inclinations all lie in how simple tasks give rewards immediately (see 4square "hey you logged in, get a badge!" or stack overflow "You posted! here's badge!"). By constantly adding new things (WoW even spends lots of energy adding in new mounts, quests, and whatnot) you keep that reward loop active and keep me hoping for more.
I stopped reading at this lapse in logic.
Besides, how can one cite Caillois without citing Huizinga. Caillois admits his project is little more than a commentary on Homo Ludens.
I see this phrase regularly, but I don't really understand it. Does it mean you read no further into the article, or did you actually read more, if not all, but use this phrase to signify that you disagree.
I find the idea of only reading until you find something you disagree with curious. It seems to indicate a belief that one flaw in a person's work invalidates the remainder of that work. Surely you don't consume opinion in a binary fashion, either accepting or rejecting it in its entirety, but rather you have the ability to consider each point and reject some and accept others based on their merit?
[pulls rant up short]
Not meaning to single you out, you just happened to use that phrase at the same time that I had time to reply
I'm not obligated to read anything, and if the author is wrong on basic topics, I'll not be giving them more of my time.
It's rare, but it does happen.
I then scanned briefly for references to Huizinga.
You might be right that not all of the essay is fallacious simply because some component part is, but this seemed esp. egregious.
Contributing factors:
- length
- clarity (grammar, punctuation, sentence structure, etc.)
- readability (layout, font, color scheme, distracting ads mid-page, etc.)
- directness/relevance (getting to the point, not getting sidetracked.)
- insightful or thought-provoking ideas (even if I disagree)
- correctness (in terms of facts as well as reasoning; non-sequiturs and factual inaccuracies, especially egregious ones, reduce my confidence in the author)
I found this particular article very close to my cutoff several times, though I did eventually finish it. Negative factors included opening with 2 paragraphs on Howard Zinn, several strange non-sequiturs like the one pointed out in the grandparent comment, excessive verbosity, irrelevant details (like the number of coins it costs per pumpkin), and stretches in reasoning (Farmville is "productive" and "not governed by rules" but "cause and effect"?) Occasional insights, and even occasional wrong-but-thought-provoking ideas, provided just enough value to keep me reading. But I'm a stay-at-home dad with a lot of free time; my valuation of my free time would go up if I had less of it, and I probably wouldn't have gotten past the first 3 or 4 paragraphs.
People are built to be social and be entangled in social obligations with other people. This may be less reflected in modern life than before but the tendency to get involved in that is nothing but gone. Earlier, these social obligations had a big role in reducing risk of famine and ensuring the continuum of life by making people do things together and keeping them doing that.
I do not like them in my house. I do not play them with a mouse. I do not like Spam here or there. I do not like them anywhere. I do not like Zynga Farm Spam. I do not like it, Sam-I-am.
After lots of fluff, it delivers some good insights into why the game succeeded, then calls on our moral obligations to stand up to sociopathic corporations?
Did not see that coming.
Some good points, and a thread of relevance here, but aside from a general call to analysis I didn't see a lot to chew on. The best line in the whole piece was We are obligated to examine what we are doing, whether we are updating our Facebook status or playing Call of Duty, because the results of those actions will ultimately be our burden, for better or for worse
The worst line came soon after, democracy depends upon demophilia, or love of the people. I'll leave the analysis of that one as an exercise to the reader.
There just wasn't that much here.