Cityville can i rename my town
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Quite whether this system is really that effective for CityVille is debatable. It feels very much like a legacy system these days compares to the clean ease of use that Facebook Credits brings, and will probably end up being deprecated at some point in the medium future.
Finally, there are payment cards. In many supermarkets across Britain and the US and beyond , there are cards for sale that you can redeem for credit in social games on Facebook.
These cards are targeted at consumers who might not have credit cards, similar to credit-based mobile phones. They work pretty simply. Payment cards are a relatively recent innovation, first introduced by Playdom , and adopted by some of the other major developers this year.
They are highly accessible, and their continued widespread availability would suggest that they are working. To be fair though, payment cards are very much a late-stage innovation for companies that have already achieved considerable scale. They require production and shipping and more traditional bricks-and-mortar retail concerns like that, which is generally pretty expensive.
Will it stay popular? Undoubtedly so. But for all that success, however, there are some comments to be made on it, in terms of things that it could be doing better:. Energy: The energy mechanism is archaic. In the old days of social games, energy was really the only system that prevented players from burning through a game very quickly, but with CityVille already deploying many timers, it seems overly punishing on players to have them watch their crops die in the fields just for a lack of energy.
The thinking here is clearly to get players to buy more energy, but that creates nothing but negative feelings. My suggestion here would be to either abandon energy altogether, or to significantly relax it in some fashion.
Cruft: The game does not need so many payment options. The Tapjoy inclusion in particular smacks very much of an unwillingness to clean house. While there are always metric arguments to be made for that extra percentage or two of revenue that may result from such things in the shorter or medium term, design cruft tends to obscure larger issues.
Automation: Harvesting and collection behaviours work very well in a game like FarmVille where they are natural , but the lack of automation for manual labour in larger play areas such as a city will become is a net negative. CityVille will need to include some degree of automation of collection and harvesting features eventually if the game is to scale its experience. Perhaps these options already exist at later levels, but if they do I have not seen them yet. Just to see what happens.
Cash: It would be nicer if the game was not tying cash transactions to social embarrassment. In particular, creating tasks that are obliging either wall publishing or paying cash cannot instil anything other than a negative feeling toward the game.
Next Game: I think Zynga needs to strike out with its next game. Farms, poker, mafias, restaurants, cities and fish are all well and good, but they are also pretty run of the mill now.
CityVille is a genuinely interesting case of what happens when a social game developer that has all massive resources at its command puts its mind to the task of making a big game. The game is charming, engaging, socially connected, technically extraordinary on the back end, and just very very impressive.
No doubt many developers are casting envious eyes upon it and asking how could they get in on some of that action, and will be spinning up their plans to make a city simulation as we speak.
I was motivated to write it this article by what I consider to be was a lot of ignorance on the part of would-be developers as to what the levers of power in social gaming really are. Zynga are in a position similar to Facebook and Google, where they have become such a dominant incumbent with so many invested users that they have created a buffer around themselves.
These people are fooling themselves , and usually doing so with no-brainers. Instead, the secrets to success are:. Be Radical: Radically innovate a new kind of game. This is always an opportunity for those brave enough to try. If you make something radical, it can work really well and it may become a stepping stone to something bigger. Get Bought: The next option is to build a great game and, if Zynga or someone else comes a-calling, join them.
The original developers of YoVille and Warstorm were both acquired by Zynga, and their founders and investors have presumably done quite well out of it. Zynga, being huge and independent as they are, can afford to make acquisitions like this just to see what might happen. Stay Small: While the Zynga strategy rewards the mainstream amusement-level engagement handsomely, it has no interest in niche ideas that are thought to only have a loyal but small audience.
Facebook may not be the best venue in which to try such ideas, but deep engagement with games is possible if you approach it right. Vikings of Thule has been plugging away with a little card game for a couple of years and has a raft of loyal users who come back to play it regularly.
By not being on Facebook, but instead using Facebook Connect or similar features, you are likely to not get quite the hoard of users that a Zynga game can generate so quickly. On the other hand, you have much more ownership over the customer and they are in a less distractible state than when inside the Facebook interface. Both of these can be very strong advantages. They certainly have been for Moshi Monsters. This brings an end to the article. I hope you have found it very engaging.
The book aims to discuss the subject of games in a grounded but broad way, encompassing not just social games, but casual, so-called hardcore, the motivations of game playing and the art of game creation. Thanks for reading. Sections Close Back. Who are the users of social networking sites. Is a gamer a nerd. Social Network Websites 29 cards. What do you call the wedge to make a table balance or stand straight. What is stream-of-consciousness writing meant to be like.
Does the DoD reap any benefits from military and civilian use of social media. Social Network Websites 23 cards. What is cyberbullying. How is social media different from traditional media. Why is the hubble telescope soo important. Q: How do you change town name in cityville facebook? Write your answer Related questions. How do you change town name CityVille?
How do you unlock beach town in CityVille facebook? How do you change your town name in CityVille? What is the name of the town in the facebook games features lady gaga? What is the name of the town in the Facebook game that features Lady Gaga? Can you play my town on Facebook? How do you change town to name in a word ladder with 4 spaces? Collection items given can change according to the house you are collecting from.
As of April 23rd, , Zynga has added population increase to the things possible to collect when harvesting houses. As of August, 23, , you can now remodel some houses. There is not much information available on this, as of yet. Population is increased with "Pop Min" in the table below upon construction and will go up towards "Pop Max" in increments. Every collection, a house will drop a moving van, similar to the way they drop collectables.
Collecting this van will increase population for that house. Chance of drop is low. There are various moving van sizes, that allow for smaller or larger increase in population for that house. Population upgrades are proportional to house size, so a drop for Parkside Villa would be larger than for a smaller house. Parkside Villa, e. Bay Point Duplex, in 40 increments , , , etc, a total of 6 steps.
This is a list of the houses currently available in the Build Menu. For all housing, see here. A player should assess their own situation and consider which housing will be more beneficial to them. Some players who have enough time to spend in their cities to effectively use businesses, or "active" players, may prefer to ignore the coin intake aspect of housing and instead focus on how they can best use housing to build up their population to assist their businesses.
However, more casual players who cannot play often or for longer periods, may consider housing a valuable method of collecting coins. In terms of rent per hour, the Newlywed House can give coins per hour. However, this would require using all energy gained naturally through the game's energy replenishment system.
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