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FarmVille: revenue, inspiration and imitation photo

As social games become more and more accepted, and the base continues to grow and grow, I decided it was time to start asking some Facebook developers about the platform. This is the first article in a weeklong series that examines multiple angles: the division between social and hardcore, big publisher invasion, the necessity of notifications, and social games' future.

This week we're taking a look at the Facebook platform. One of the three developers I spoke with was Zynga Games, creators of the wildly successful FarmVille.

FarmVille a sim in the style of Harvest Moon -- minus the fat. You won’t find yourself giving eggs to the librarian in hopes of scoring a child or tickling Pixies for golden tools. No, FarmVille is a real-time game that has you planting crops and immediately selling them in order to get access to more profitable crops and cute decorations. It's never-ending, addictive, and a huge source of revenue for Zynga.

This revenue is not produced solely by ads, but real money from players in exchange for items. These range from the mundane to game breaking -- in the sense that they don't follow the base rule set -- and are used to simply get ahead and defeat foes' Leaderboard scores.

Think iron-clad Hoplite with a birdshot-loaded shotgun staring down a throbbing mass of axe- and stick-armed Persians and you’ll get the idea of the advantage of some of these items. If you still don't picture it, then read up on the $40 "Wither Ring," a promotional item that stops crop rot -- the penalty for not being mindful of what's growing.

Regardless of its "pay to get ahead" free-to-play model, FarmVille has over tens of millions of players. It's an important game for Zynga in terms of the money it brings in, but it has also proved to be something of a petri dish.

"FarmVille is very important," Bill Mooney, VP and GM, FarmVille at Zynga told me via e-mail. "It is not only the most popular social game, it’s also the #1 app on Facebook with over 70 million people playing the game around the world every month. FarmVille has also been key in the discovery of great game mechanics that we are incorporating into existing and future games."

But it’s a petri dish with imitators -- clones. Zynga Games is aware, almost flattered by the amount of developers attempting to cash in on their formula. They use it as initiative to keep building.

"We see [imitations] as validation of our game and our desire to provide best of breed. We continually add new, fun elements and surprises to FarmVille so players keep coming back." 

Players do keep coming back, in fact. The loose tally as of this morning is 81 million or so active monthly users. I asked Mooney if he and Zynga Games created the ideal Facebook game. He agreed to some extent, hailing its simple theme and mechanics as reasons it has performed so well.
 
"Clearly, FarmVille is the ideal game for Facebook based on the sheer number of players. Farming is familiar to everyone and brings out the nurturer in all of us, which is part of the reason FarmVille is so popular. 

"In addition, FarmVille is user-friendly and easy to play.  Through a lot of hard work and strategic gameplay, players earn virtual money and experience in order to upgrade their farms with advanced crops, better buildings and fun decorations. We constantly add new elements and surprises that our players love to keep them coming back."

If the numbers keep scaling the way they have been recently, FarmVille will have over 100 million active users by this summer. But Zynga isn't sitting on the behemoth, sipping cocktails on that private continent they could have purchased last week: it's churning out new games, and as I've been alerted, using the likeable mechanics from FarmVille to shape and mold them somewhat in its image.

"Additionally, we have a lot of other games on Facebook, including hits like Mafia Wars, Café World, FishVille, Zynga Poker, PetVille, YoVille, etc. -- and with each game, we release new levels, new offerings and new features to keep players engaged and content fresh. "

And fresh is the word. At some point, perhaps within the next century, FarmVille numbers will begin to dwindle. As to what Zynga might consider next, well, you'll have to tune in a bit later.








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10 comments | showing # 1 to 10
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Wavebird64's Avatar - Comment posted on 03/01/2010 16:47
Wavebird64
Farmville still makes me want to hurl
Xzyliac's Avatar - Comment posted on 03/01/2010 16:47
Xzyliac
Yeah Zynga really hasn't stopped ever since they hit the scene and while none of their titles really tickle my fancy it's kind of hard to argue with 81 million users.
xaliqen's Avatar - Comment posted on 03/01/2010 16:48
xaliqen
While some of Zynga's business practises and how they use customer information has been criticised, you can't argue with their massive success in social gaming.

With EA and other developers like PlayFirst making a big push into social gaming, this is going to be a definitive year for Facebook as a vector for playing games.

It will be interesting to see how it all turns out. I'm especially excited to see how Richard Garriot's social gaming platform evolves.
JiR INC's Avatar - Comment posted on 03/01/2010 16:55
JiR INC
kudos to them :)
John B's Avatar - Comment posted on 03/01/2010 17:33
John B
I don't mind paying a bit for a game that I play regularly. I'll admit that I've bought Godfather points for "Mafia Wars". They're making the game available; I play it daily; why shouldn't I pay $5 here and there? They're not making these games out of the kindness of their hearts.

"Farmville", however ... I won't go anywhere near that game if it's anything like "Yoville". Yeesh.
SWE3tMadness's Avatar - Comment posted on 03/01/2010 18:19
SWE3tMadness
FarmVille is the most utterly pointless and boring waste of time that I've ever seen. My roommate is completely addicted to it, so I gave the game a shot on Facebook at her behest.

I got rid of the application about ten minutes after starting. I have no idea why people are so into it. :/

I'm a big fan of Harvest Moon and Animal Crossing, but those games actually made me want to keep playing, exploring, and collecting items because the world that you were in was so charming, it felt worthwhile to put in the time needed to make more money and advance in it. If you remove the characters, interactions, and general charm of those game, keeping only the micromanaging, the whole experience gets stale really, really fast.
xaliqen's Avatar - Comment posted on 03/01/2010 18:37
xaliqen
@SWE3tMadness -- Some of the popularity of these games probably stems from a lack of awareness about the alternatives. A lot of people who play Farmville don't know Harvest Moon or Animal Crossing even exist.

In addition, there aren't really a ton of competitive alternatives on Facebook, yet. Once some of the larger publishers get involved in putting out social games on Facebook, you'll probably see other kinds of games becoming successful. Since Farmville and Mafia Wars are the only popular kids on the Facebook block (so to speak), they're the ones that everybody knows. My guess is that is going to change pretty quickly.
RaelXX's Avatar - Comment posted on 03/01/2010 21:34
RaelXX
I know my opinion isn't important, but I don't play farmaville exactly because there's no ending.
Lugtor's Avatar - Comment posted on 03/02/2010 03:25
Lugtor
Thats the apple style.
1. Search something thats allready available
2. Turn your wonder machine on and pretend it nerver existed.
3. ????? (Make it colored and unnerdy for the tech unaware masses, that never thought about it because such things are only for pimpled nerds)
4. PROFIT
Anifanatic's Avatar - Comment posted on 03/02/2010 13:02
Anifanatic
I think a major selling point is that it's easy to get into. It's simple and has a very slow creep for complexity (only getting slightly more complex as the game goes on), so you still feel like you're learning something and becoming more 'successful' because you learned.

There's nothing you need to buy, no set of controls you need to learn, it's one button and it's free. It lets you visit friends so you sort of have an extension to your friends (but not really). And if you have some free time, why not? Problem is that you become consumed by it. You are penalized if you don't play it 24/7 and forget to check things before they go bad and have to constantly make sure things are working. They do it slow and build it up on you and you learn that, to be effective at it, you need to be on it all day.

Then comes the money for credits. "Oh, for $5, I save myself 5 days of work, look how many credits I get!" Bullshit like that is where these cheap microtransactions sell the players. These small amounts for a big bonus in game (which is stupid because there is no end to it, so it's like getting a speed boost in a race with no finish line) and peer pressure to an extent, where your rank and others are displayed in front of you. Oh you're doing so terrible, look at Joe and Sarah. They're so far ahead of you.

Fuck Farmville.
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