So you left as baffled as us by this whole Farmville thing? Here is an excellent article for you:
How Social Games Ate Our Lunch
… It’s unintuitive to think that games where you actually do not ever directly interact with another person could have a community, but what social games do is generate an asynchronous cloud of persistent community formed by the constant exchange of gifts, tools, and requests sent by other players. It’s generosity-driven, but transactional – if I send you a gift, I’m feeling happy because I helped you out (especially if I’m responding to a request you’ve put out), but I’m also hoping you’ll send me something back. And the more I send and receive, the more I plant, the more I return every day (or more than once a day) – the more hardcore my play becomes. Watch a hardcore FarmVille player. They move fluidly and attentively around the tiniest change in mechanics, and play not for some whimsical dollhouse experience but for tight, fast, controlled optimizations, seeking the fastest path to a clear goal, and putting in as much time as it takes to get there…
Okay, but we’re still not seeing, like, the point here.
… What World of Warcraft did to Everquest’s mechanics – making them smoother, faster, and more elegant, and so earning unprecedented millions of players – FarmVille, though we don’t like to admit it, did to World of Warcraft. FarmVille distills the active components of a game down to a handful of clicks, and massively leverages social and viral communication channels to create the feelings of shared mission and victory, all while carving out a player-expressed space in the online world. And while it’s doubtful that even its creators would call FarmVille “elegant,” it is the first step in a new evolution of games, new (and resented) the way World of Warcraft was in the beginning – and its mechanics are so powerful that it has compelled a head-popping number of new gamers even without being polished the way WoW was…
Yikes. We’re not completely sure whether to be flabbergasted or horrified at this evolution of gaming, because we sorta have the apparently old school idea that a game ought to be, you know, fun, and these seem a lot more like work, but hey, the argument does hold together well, so if you’re interested in game design it’s definitely worth a read!
h/t: @gaminghorror!

