Sunday, December 9, 2012

Thoughts on farming casual games

I've spent some time tinking lately about farming style games and what I think of them. The basic gameplay in these games is almost exclusively clicking on something once to initiate a timer until you can click on that same thing again. This waiting game naturally provides some excitement as the moment of clicking approaches. Then you get a brief feeling of joy as you click and the reward for the action pops out.

This basic gameplay is actually a fairly good representation for a number of real world activities. For instance, in a real farm, you perform a brief action of planting a seed, then after some much longer period of time, you perform another small action to reap the reward of whatever that plant produced.

However, the vast majority of farming style video games these days seem designed almost entirely to separate the player from their money as efficiently as possible. Many gamers are offended with the genre because of this commercialization, but I don't believe that the design has to be monetized in that way. In fact games like simtower were very similar, but had a more traditional monetization through a one-time purchase.

If I find the time, I may design a game using this play style, but a much more reasonable monetization.

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