Ever since I read Jesse Schell’s The Art of Game Design: A Book of Lenses when I play a game I tend to look at what pieces are contributing to the experience and how the “Lenses” apply to that game.  Right now my memory of the lenses is a bit rusty, but I started playing a new Facebook game to look at how it works and doesn’t work and thought I’d write my thoughts while they are fresh.

First off, the music has a nice “Fairy tale/adventure/disneyeque” sound to it.  I know that I may tire of it after a while, but right now it is enjoyable. How you design loops so they enhance and don’t get annoying is a really good question.  That said it seems to have more than few segments of the music (perhaps even “movements’) so it isn’t just a short loop.

The graphics are cartoon and on the cute side, but defined enough that you aren’t going “aaaah saccharine”.   The look is consistent, the graphics go together and nothing makes you go “Wait…where did that come from.”

The avatar for the user has a default so the user can get going but has a small but reasonable set of customization options (and probably you can buy more.)  It is nice to be able to pick your character’s look, but at the same time it is good to not have too many options or it gets a bit overwhelming.   (n.b. by default it created a female character for me and I didn’t check if I can change my avatar to a guy (I just changed my hair color from blond.))

The game does a nice job of gradually building the player’s knowledge of how to play.  You start out with some small quests that teach you he basics, and then as  you complete the quests you get new ones that teach you new skills (how to use the market, how to plant, how to move the gloom away.)  The game also provides good feedback as you make progress through the quest – encouraging you on.

The game also introduces new characters as you go and you end up “interacting” with them through quests and the like.  It makes you feel more like there is a “there” there.

This is a Facebook flash game and as such it is “click on things to interact” kind of game.   As far as the type of game, it has a few elements. The first is a “gathering/building” game ala Tiny Towers/Farmville/etc.   It gives you small simple repeatable tasks with clear indicators when you must maintain things, plus the “playing house” aspect that these games have where you can build things and move things around allowing you to entertain your inner organizer/decorator.

Secondly it has a “questing and adventuring” game.  The various NPCs (non player characters) give you quests that you fulfill, but in addition there is an overall story where you are the Lord or Lady of your estate and you are fighting off the gloom and rescuing people. The story quest line (which interplays with the “here’s how you play the game” quests) uses the language of hero quest lines.  You may be the chosen one, but there are challenges to meet and bad guys to fight off, and those who will help you in the journey that you must seek him out in the  to learn from him…but first you must gain the skills for your journey, etc.  (Sorry…Joseph Campbell is on my reading list still so I can’t tell you if this is the classic hero’s journey – but it mirrors many games and movies that I’ve been told reflect it.)

The language as you receive and complete the quests is written in a way to make you feel your “choosiness”, which does give a nice feel good.

In addition to the type of gaming the way they have implement the performing tasks is quite well done.  When you click on something to clear it/harvest it/mine it/feed it/etc. when the actions is completed your rewards joyfully pop out onto the screen and you run your mouse over them to gather up the rewards.  For some reason this has a satisfying feel – like you are really gathering rather than just clicking – and also it allows them to throw out variable rewards.  Yes you get the item you harvested but you might get something else with it.  It makes each click a bit of a “surprise box” which adds to the feeling of adventure.  (Ok, perhaps I find adventure easily but the element of surprise does trigger something in the human pleasure psyche.)

Like most Facebook games it has the standard “invite your friends to be neighbors” and “visit your friends” quasi-social aspect.  Visiting lets you do tasks for your friend and vice versa.  However, when a friend has visited, you see them in your estate (somewhat standard behavior) and you can accept or reject their help (also standard) but then you watch them do the tasks (that they did whenever they stopped by) and you get to gather up the rewards from their tasks, and then you send them off with a gift.  While the end result is pretty much the same as the “Farmville model” since you are watching them do what they did and interacting to gather the rewards it has a very different feel – it’s like you got to see them visit.

As with many games there are resource limitations.  Some tasks take a set amount of time to complete – so you have to wait to do them.  You also have a limited resource of energy that limits how much you can do in any one session – you can wait or buy more energy -  (so the constraint can become coins in this case).   And then there is the space & money resource management as well.  All in all the time  & energy constraints seem the most “need management” so it is a pretty loose boundary but the constraint is there.  Also quests require resources, so you need to manage gathering and producing such resources to complete your tasks at hand.

Lastly they do a very nice job of always giving you something to complete.  When you finish one quest a new one appears.  Right now I have 4 quests (one for each NPC I’ve interacted with), plus animals to feed, periodic bad guys to fight off, and various and sundry tasks that i can chose to do.  It is easy to get into the “just one more task” mode because it just feels so productive – there is no time where you are going “hmm…nothing to do….”  which is good.

Anyway, those are some initial thoughts on Castleville.

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Dream Lyrics

by Goldie on November 23, 2011

in Uncategorized

Much has happened since I last blogged. I’m still working on getting my inner censor to hush up a bit more. (At which point it goes “Nah…don’t post this”)

Anyway, the other night I had a dream that I woke up from. I was listening to a radio show or some such and the DJ was about to start a series of songs as a tribute to Shamir. I woke up just as the first one started playing. The lyrics began:

Can you be my friend and believe in me.
Can we walk together side by side hand in hand.
Let me be with you until the end
Will you hold me in your heart.

And that’s a bit of song from Sunday morning.

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Thoughts on Anonymous

April 21, 2011

I was cleaning up my disk and found a small .rtf file from March 2009 labeled “Anon”.  In it I found these words: “We think anonymity exists, but really, except in rare cases, we leave markers to our personality and traits wherever we go.  We can only hide angles not our entire selves.” Is this [...]

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SL Basic/Advanced Mode Viewer Review

March 31, 2011

It seems so odd posting about Second Life again, even though that is where all of this whole web 2.0 stuff stated for me, but here it is. The other day I downloaded the latest Beta Viewer for SL which include the initial version of Basic and advanced modes.  There are a lot of things [...]

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Second Life and Minecraft

March 27, 2011

This post was inspired by a meeting of the meetup group currently known as Serious Second Life. We were discussing what we are working on and what our involvement currently is in Second Life. For many of us we are less involved in Second Life, while still busy in virtual environments or sometimes simply busy [...]

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The Time is Now

November 28, 2010

A few weeks ago my digital watch went kaput.  It’s a waterproof watch because I put my hands in water on a regular basis, and replacing the battery on those is a pain, because it usually breaks the waterproofness, and most places won’t replace it for you….because they can’t get the seal right either. At [...]

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Post Shattering – Views of Deathwing

November 26, 2010

After the patch that brought the Shattering dropped, I hopped onto my new mage to check out the world (and maybe level a bit.)  I logged into Orgrimmar and was immediately lost.  I had no idea where I was.  I stumbled around the city trying to figure out where everything had moved, and eventually found [...]

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The Socialification of Games

November 19, 2010

I think by this point the idea of “social networking” and “games” being two separate worlds has melted away with the popularity of casual games on Facebook.  Very few people who use social networking sites have not heard of Farmville or Zynga, even if they don’t play the games themselves.  We also have been seeing [...]

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QT: Are Touch Devices the New Paper?

November 18, 2010

My friend @alizasherman tweeted: Do you use an iPhone/iPod/iPad? Do you let your kid (under 10) use it? Tell me what you have/what they use & how old! And I was struck by how “current age” this question is. iPads/iPods and other touch devices are still relatively new. Do you give kids a chance to [...]

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Seesmic.tv – Hello Goodbye

November 8, 2010

Yesterday I found out that seesmic.tv is going offline. To be honest I haven’t been stopping by there, and the .tv part of seemsic is mostly a vestige of how the company originally started, so its closing makes sense. Nonetheless I find myself greatly saddened (at 2am after my dog woke me up) and so [...]

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