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 obsessed, 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 leave surprised - and envious - to anyone who has tried to take advantage of 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 Upgrade. The creators of Farmville are not just wit, I have the impression that they have two hairy with a couple of cups of coffee and a pure marijuana just to crack what news put into the game every day. So far in the last two months has been able to see developments 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 by buying products in the neighboring grocery stores, in exchange for a lot of fuel and more money. In passing, 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 piglets to look for truffles. This is to improve the use of what is left over and the patience it requires to see the olive trees bear fruit.|
|The growth of vehicles, which can be put into a garage, to expand their reach capacity. Thus, if you have fuel, a farm of more than 500 plantations is cultivated and harvested in 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.|
These are just some examples that are surely born from statistics, to seek that users take advantage of all the features of the games. The growth of levels, in users who now walk almost by 80 has been like this, in constant evolutions. This creativity motivates both the new user and the experienced one who gives himself the pleasure of spending a lot of money in a large mansion and recovering it in a couple of days selling from his 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 the correction of bugs, which are often lost cows, synchronization errors or slow update processes.
2 Cost effectiveness. 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 move forward, changing a dollar for a number of virtual tickets with which you can blow up 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 of some services.
The millions of users who daily use Farmville within Facebook, sure make many clicks on the right panel advertising. 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 utensils that only from here can be given away. 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 Community. Farville is popular, because users make it popular. There are people who have never seen each other in person, even if they did not sympathize before on Facebook, but with the collaboration of this game -They have commented to me- have improved their perceptual differences.
An interesting example has been the causes, such as the collection of charitable tools in schools in Haiti. The campaign was based on the goal, that if 400,000 donations were made between users, Zynga would donate 100,000 dollars for this project. In exchange people redeemed their gifts for beautiful prizes that are placed in a strategic corner.
Here I leave some examples of farms, some of them very showy, simple and orderly. Others with little taste, but productive. At the time of writing the post, that is the level they had.
84 level, until the machine hangs up. At the level of detail, everything is in its place, although it must be stressful not to have where to store so much calache.
Level 82, simple design, productive farm. If you approach, each section is a small space well accommodated. Hours and hor
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 enclosed in the center makes it work faster and is not moving around the farm.
Level 53, Nice details and coffee background.
47 level, This is not knowing what a winery is for.
29 level, This I want to see when I'm in 70.
Level 22, there it goes…