![]() ![]() Another unanswered question is just how this game will fare in a world where simulation games have grown up to become Clash of Clans and its similar ilk: will people be willing to jump back in to Zynga's familiar rustic experience? We'll find out soon enough.Cloning has been around in Farmville for years and it doesn’t look like Zynga is planning to actually do anything about it.įarmville cloning is the act of getting together with other players and timing the purchase of an item in such a way that it duplicates or doubles. ![]() That should be one of the interesting things to keep an eye on as the game nears its worldwide release: the keys could definitely be tweaked to give out more or fewer when starting and while playing - leveling up and buying new plots of land gives out more keys, for example. Skip a pesky wait timer with a key? Well sure, why not, I have plenty of them! Be able to produce twice as much flour by paying five keys to unlock that option? Sure! It's easy to see those keys running out at some point. Of course the game tries to get players to use them in a variety of fashions in small increments when starting out. Interestingly, FarmVille 2 gives players a lot of keys (the game's hard currency), at least to start out with: a total of 90. Ultimately, it doesn't really rock the boat too much. It's a classic formula, and one that Farmville 2 tries to set up early on with teases of online elements like selling to other players. Combine these resources into more complex resources and even specific products, and then sell them for gold and experience points in order to buy and unlock new crops and buildings, ultimately expanding one's farm through buying new plots of land. The game essentially follows a simple pattern: water crops and feed animals to get basic resources. ![]()
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