Farmers Become Cowboys

    Marcus Pincus Rejoices in Future Millions

    The largest developer of games on social networks, the company Zynga , the author of one of the most popular games on the Facebook network - FarmVille (which generated the popular Russian counterpart, Happy Farmer and many other games), has released a new hit that is rapidly gaining popularity.
    The game FrontierVille, was released on the open spaces of social networks only on June 9, 2010, but now more than 5 million Facebook users are actively playing it daily. According to the developers, more money was spent on this project than on any other product of the company, and great hopes are placed on it.


    The name of the game can be translated as "Compound" or "Settlers". In fact - this is the same "Farm" in the scenery of the Wild West, which has incorporated all the most interesting of the other games of the company. The player can follow in the footsteps of pioneer settlers in the Wild West: get a piece of land, farm, cut down forests, seize and clear territories, build buildings, raise livestock and plants, harvest crops, play weddings, continue the clan. The developers have added several arcade elements inherent in ordinary casual games, when you need to click a lot with the mouse and get various bonuses for this. But the emphasis is still on social interaction: in order to succeed, the player is interested in attracting more friends to his plot and visiting the courtyards of others, helping each other to equip plots and develop farms.


    Zynga's CEO Mark Pincus did not hide his admiration, recognizing the launch of FrontierVille "the most successful of all." To date, more than 10 million people have already created virtual sites that can be developed to cities, half a million people have played virtual weddings, 5 million settlers visited their friends (and performed more than 550 million different jobs), 2.5 million players hired their friends for completing tasks in a virtual household.

    But while some enjoy virtual entertainment, others get very real profits. According to some reports, in 2010 alone, Zynga earned more than $ 600 million in its games. Moreover, a significant part of the money (about 90%), the company receives from the players, selling them virtual property, with which you can achieve success in the game much faster.

    Games on social networks grew from the arcades of the 80s (Pacman, Asteroids), attracting with its simplicity. A person was easily drawn into the game, paid for the beginning, but during the game the virtual “lives” were over, and in order to go further, the developers provided the opportunity to pay more so as not to start all over again.
    Starting to play any of today's social games is even easier. Any user of a social network from a child to an elderly person can easily start the game. But now you don’t have to waste time completing the levels - the developers provide the opportunity for players to “simplify their life” at any time and gain a significant advantage by passing some routine tasks or simplifying their implementation - just by paying.
    For example, in the previous Zynga hit - FishVille, the object of the game is a virtual aquarium that can be filled with fish and beautiful decorations. The player spends virtual money to buy virtual fish at a small price, develop them in his aquarium, spending a few real hours or days, and then sell them for more than he paid at the beginning. The player spends the earned virtual money to buy already more fish. At the same time, he can buy for real money a certain amount of virtual funds to speed up the process of passing. And this is just one of many options that vary from game to game. Thus, players buy virtual goods, exchange real money for virtual, and all in order to succeed in their favorite game, and at the same time surpass their friends and acquaintances.

    Zynga plans to further develop the social dimension in all of its games, and are confident that soon all of their games will function as virtual economies with points of sale centered around industries. And where trade and markets are developing, there are more reasons for communication, on the one hand, and the opportunity to make good money on the other. Everything is the same as in the real world.

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