The 'FarmVille' Ruse: How Zynga's Creation Ruins Gaming and Steals Your Time

But you probably know all that already. What we're going to examine is why Zynga and FarmVille got that large, why they will continue to grow, and how they have changed the face of gaming.
We've blasted FarmVille in our past posts, but we'll let you in on a shameful secret: none of us had actually ever played the game, and as journalists, we felt that it was unfair to cast judgment so blindly. So we decided to spend two weeks trying to figure out how the game worked and what makes it so attractive. And we've come to the conclusion that, like your day job, it's difficult to simply walk away from your farm for good -- and that is a terrible thing.
Farming the Easy Way
Seasoned Internet farmers may want to skip past this bit, but here's some backstory for those of you oblivious to the downward spiral that is FarmVille.Game setup is designed to be quick and easy. Despite occasional hiccups with the interface (as the game is technically still in beta, even with its massive user base and revenue), you simply follow the prompts to start farming. You pick the look and sex of your 'Precious Moments'-esque hayseed, and then are presented with your buying options in the Marketplace. (Your writer feels compelled to note that there are few options open to redheads for verisimilitude, unless you were born "maroon.") The goal of the game is actually unclear; but, like in real life, the sole motivator is more money and more growth, since you can't ever "win" FarmVille, or, for that matter, "lose." The game donates both coins and Farm Cash (more on those later) to get you going. Simply buy some seeds for the crop you wish, and, after tilling the soil, sow your virtual oats.
After the amount of time specified in the Marketplace for a given crop, you can return to harvest, and gain back some of the coins you've spent. Planting seeds and tilling your soil will also earn you experience points, which will allow you to unlock new aspects of the game (more varieties of seeds, animals and other goodies) as you progress.
One of the key features of FarmVille, though, is how it encroaches on real life; if your crops mature and you don't return to the game in time to harvest, they will wilt. Thus, huge communities of FarmVille players have concocted strategy guides to let you know which crops have the best returns, which ones you should grow overnight, and which ones you can plant over and over throughout the day. There are even "news" sites featuring articles like "Artichokes: The Choice for a Long Weekend Getaway," since -- as far as we got in the game, at least -- you can't ever get longer than a four-day respite from your farm.
Most video games that remember your progress don't change while you're gone. With the exception of other social games like MMOs -- which update as other users play -- the video game world pauses when you're not playing. But FarmVille chugs along and essentially demands that you return on a regular schedule.
Cash Cows

You collect FarmVille coins when you harvest plants or animal products, but you only get Farm Cash when you reach a higher experience level. Both can be purchased with real money directly through the game. It is more than tempting to throw away $5 on Farm Cash, especially since you get so little of it through the game alone, and since some of the more covet-worthy items can only be purchased with Farm Cash.
There it is: Zynga's dirty technique for making its $500 million. It ropes players into the game with the promise that absolutely anyone can play. It will even float you coins the first time you run out, not unlike the casino that gives a high-roller luxury accommodations in anticipation of making back the house's stake. It dangles the prospect of a bigger, prettier, better farm; as the game loads, you're faced with idyllic images of well-off farms, not unlike the glossy ads for high-end residences. But it's nearly impossible to get some of those goods without ponying up a buck or two here and there. When Zynga's got a user base of 61 million digital farmers, it's easy enough to make ends meet, to say the least.
But paid-for coins and cash could be considered the long con compared to some of the more unscrupulous methods of revenue generation to which FarmVille and its sister games have been connected. Mark Pincus, Zynga's founder, has admitted, "I did every horrible thing in the book... just to get revenues right away. I mean, we gave our users poker chips if they downloaded this zwinky toolbar which was like -- I don't know -- I downloaded it once and couldn't get rid of it. We did anything possible just to just get revenues so that we could grow... " That included selling ad space to sleazy marketers that hooked users with disguised "online IQ tests" and the promise of free trial offers. Zynga and Facebook were hit with a class-action lawsuit back in November, which accused the game developer of pulling in nearly a third of its cash from the "special offers" advertised through its games.
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By releasing a never-ending stream of collections, FarmVille solidifies its existence in perpetuity. It's revolutionary in gaming, because few, if any, other games have been so consistently updated by their developers -- although other social games and MMOs have quickly followed suit. When you can't run out of things to purchase, and where there's no such thing as a recession, you just keep on buying.
Your Farm Is Only as Pretty as the Envy It Inspires

You could argue that FarmVille doesn't explicitly encourage this never-ending envy, but each new "achievement" (which is cheapened by the fact that there are hundreds and hundreds of "achievements" possible in the game) activates a prompt asking if you would like to share the news with your friends. It takes just as long to say "yes" as it does "no," and only the most selfless farmer would choose not to boast of his or her latest conquest in successfully purchasing 100 bales of hay.
But the prompts are a recent change. Many updates used to be automatic, but, as the New York Times notes, "six million Facebook users, who grew tired of constant updates about their friends' games, joined a group called 'I don't care about your farm, or your fish, or your park, or your mafia!!!'." Possibly as a result, Facebook began to restrict the updates, and -- unless you had any doubt about the power of those simple, annoying messages -- the FarmVille digital army dropped 26-percent from its peak of 83 million users.
FarmVille Is Work Masquerading as a Game

Ian Bogost, whose anti-FarmVille metagame Cow Clicker we recently mentioned, writes that social games "are games that you don't have to play." We disagree, as must Liszkiewicz, even if we see eye-to-eye on the role that social games play today. You must play FarmVille; if you don't, your crops will die. You are reminded that your crops are ready for harvest, and you read your FarmVille neighbors' Wall posts, announcing their successes in one aspect of the game or the other. You are sent gifts by neighbors, and obliged to send gifts back. (To that end, Liszkiewicz said, "As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.") FarmVille, like Facebook, does not let its users go easily.

We found ourselves returning to our farm more and more each day. We were roped into the competition that drives the game -- to acquire more money and points than our neighbors, and to have a better-looking and more profitable homestead. And, for only two weeks spent playing, we feel like we didn't do such a bad job. Still, we realized that, as we logged on late at night or on the weekends ("Just for a minute!" we'd tell our foot-tapping significant others), Zynga had snared us in its web, too -- and we didn't like that one bit. So we did what people do when they've lost their minds and shirked the capitalist system: we sold off every single asset and put the money in hay bales -- and that's where it will stay. We're not about to say that we didn't have fun playing FarmVille, but we will say that it was a relief to finally let go.






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Comments
12
Subscribe to commentsDavid LevineAug 4th 2010 2:36PM
I completely agree with this post. FarmVille is very addicting. My wife got me into some of these Facebook games including FarmVille. I've gone weeks without playing, but only after I made sure I didn't have any crops planted.
I thought the iPhone app would make it easier to play FarmVille, but it is so limited that I would rather play it on the computer.
Now they have FrontierVille which is similar, but deeper in some respects.
Thomas HoustonAug 4th 2010 5:17PM
The iPhone app is pretty limited and enormously frustrating to use, but the app's push notifications pressure you even more to continually monitor your crops. Definitely ended up checking the farm late at night when the harvest was ready...
lfomartinsAug 4th 2010 2:40PM
If you were addicted and couldn't let it go easily, don't try Evony (curiously, it now has a Facebook game app as well). lol
ten-sevenAug 4th 2010 6:47PM
Lots of the social games get tied into outfits that generate leads for things like Netflix or Video Professor. To get points or in-game currency, you either bought them, or got freebies if you sign up for offers. There was an interesting article on TechCrunch--search for Scamville.
LRAug 5th 2010 10:18AM
Farmville is a great "fantasy" life for those of us who are not jet-setters!
If you can't keep from using your credit card, then don't play. It's a fun way to interact with neighbors; I haven't seen anyone being overly competitive. We mostly enjoy helping each other. Just a relaxing way to spend some time! Yes, it can be addictive, but so are crossword and jigsaw puzzles!
tshry1Aug 5th 2010 10:59AM
i use farmville to pass the time
LauraAug 5th 2010 12:37PM
I am a firm addict of the facebook games having stopped and been drawn back in several differant ways. Sometimes I feel like we are going to end up with a Zygna Anonymous. One of the more insidious sides of this sort of gaming is the pyramid scheme structure that develops. All of the games require a certain number of "friends" or "neighbors" to pass certain mile stones. You can not continue to enjoy the game without selling the "Farmcrack" to someone else.
elb5003Aug 5th 2010 8:10PM
haha ok anyone who gets that addicted to farmville is what i like to call a RI-TARD.
xtineAug 6th 2010 11:50AM
I'm amazed. I just play farms on it for free. lovely for an idle moment. I don't buy anything with real money nor am I competivive but I love playing with the space and look forward to new plants. If my plants wither I get over it! Didn't you have a toy farm when you were a kid? - or want one.?
shifahahahaAug 7th 2010 12:04AM
i agree with this post..i am playing cafe world and farmville..its very addicting games (>.
RonAug 7th 2010 12:35AM
Farmville? Had tons of trees in this app. Sold them all and now have a simple grass farm. No watering, no mowing, no need to watch it at all. In fact I have visited it after several weeks and there has been no change. The grass is still green and short.
Even have this yoville app. Funny thing about this one is you can buy a house but for some I have not found a method to move the vatar into it. Stuck living in an apartment. Also noticed that the streets of yoville have traffic signals but there are no cars. You have to have a given amount of "points" before you get a bathroom in your apartment. Guess you have to hold it until you get to the point? Then there are the other apps. There is of course farmville, but there was also farm town, my little farm. What are these people fascinated about farming or something?
KerriAug 16th 2010 12:28PM
I played Farmville when it first came out... I got tired of watching it over and over and having the crops die all the time because I couldn't watch it all the time. There are so many "new" things to do in there now, I just couldn't start again. I do play Frontierville now. I visit 3-4 times a day, use whatever energy I have to tend my animals or trees. I have no spent any real money on the game. Yes, that means I miss out on some of the "cooler" new items and it takes me a LONG time to build my buildings, but it's not a competition.
I have an addictive personality to begin with so I have to meter my time on it strictly or I'd lose time working. Knowing how devious this company is, however, I may stop playing their games altogether. I don't like that they've hired a behavioral psychologist full time to try to find ways to make me play more or to hook me in some fashion so I'll be coerced into spending real money. The fact that this gaming company goes to such lengths to earn $1million a day is disgusting to me. American greed. Ugh.