Construction vs Destruction

Warning: Much pondering and thinking out loud ahead.

So for the past week or so I’ve been playing Frontierville on Facebook, and for part of that time Tipa of West Karana has been my neighbor. She reviewed the game today and I urge you to read what she had to say.

I don’t disagree with her at all, and yet I think I like the game more than she does, and I was going to post a comment explaining why when I realized I couldn’t exactly say why. So I’ve been pondering that, and then Scopique talked about crafting and process and minigames and that kind of got stirred into my thought process.

I’ve always loved crafting in MMOs. I remember when Ultima Online was the reigning king, some upstart (I think it was EQ but don’t quote me that) ran an ad campaign where they kind of jeered at UO saying, “Would you rather craft a chair or kill an orc.” And I was all like “RAWR! KILL THE ORC! KILL THE ORC!”

At least, that’s what I thought I wanted. But crafting in EQ was really frustrating and not a huge part of the game (at least back then) and I missed UO’s crafting system. I still miss it to an extent. There’re only a handful of MMOs with really rich crafting systems. UO, SWG, Vanguard… maybe I’ve missed some.

But the idea of harvesting materials and using them to make something is really appealing to me. Back when I lived in a rural area I had an interest in woodworking and gardening and constructing things, but that all sort of dropped away when I became an urban/suburban apartment dweller. Crafting scratches that construction itch, in some small way.

There are many, many games about Destruction (at the very simplest level…killing opponents) but not as many about Construction. Or at least I’m not familiar with as many. City-building games (and 4X games scratch both itches… you build up your empire and tear down the enemy’s). Most Construction in games is either in a kind of software toy (ie The Sims) or it means actually building assets for the game (Little Big Planet, or any game with a level editor).

Tipa says of Frontierville: “As a GAME game, well, there�s really no point to the game.” and she’s right. Zynga’s #1 goal is that you never “finish” the game and stop paying for items, right?

But what I get from Frontierville is that same UO construction itch scratched. I take some odd satisfaction out of clearing the land (and in so doing harvesting wood for buildings) and then bringing order to my little plot. Technically I guess this is Destruction: I’m destroying trees and such. Maybe I should be using “increasing/decreasing entropy” rather than construction/destruction.

It’s true my options are limited, but they’re not fixed. I can start to build whatever building I feel the urge to build (though as you gain levels you gain more options) but then I have to rely on “Neighbors” for supplies.

Neighbors, though… they’re kind of important to me. Remember back when I talked about We Rule on the iPad? I didn’t have much good to say about it, but guess what? I still play it.

But Construction gaming is always more fun when you can show it off. No one really sees my We Rule kingdom anymore, but in Frontierville I have evidence of who has come to visit. Granted they don’t come to see what I’ve done…they come to get bonuses and materials…for gameplay reasons. But I know when I go visiting I make note of what my friends are up to. This one is all about function, that one is chaotic, and this third one has spent a lot of real $$ on special items…what a surprise. I feel like I get tiny glimpses into the personalities and minds of the players.

Going back to UO, once you built your house and furnished it, what was the next logical step? Throwing a party, of course. Have people come over to see what you’ve made.

Someone on my forums referred to a type of gamer they called a Decorator and I thought that was a very good term. It was in a discussion about “What is a real game” and he (I know him only as Bognor) said:

There is a class of gamer called a “collector” and another called a “decorator”. Farmville and its ilk appeals to these classes because they have opportunities to acquire “rares” and to build esthetically pleasing farm layouts. There exist choices in this context, and competition within these classes. To those of use who are not collectors or decorators, there is not much appeal in Farmville.

That made a ton of sense to me. That collector part of me, I’ve always known about, but the decorator is a new self-discovery. My We Rule kingdom is now laid out like a “real” kingdom would be, with the road to the castle literally paved in gold and surrounded by statuary and sparkly trees. Why? There’s no gameplay reason for it, but it was pleasing to me to do… although it took me weeks and weeks of playing before I started doing it.

I’m not an artist, although I’ve always wished I had some artistic talent. In some way these not-games like We Rule, Frontierville, or MMOs with rich crafting systems let me pretend to be an artist for a little while.

Does my Frontierville plot look unique? Honestly no…there isn’t that much variability between plots. But it is still mine, laid out as I wanted to lay it out. I’m pretty anal about pulling weeds that sprout up in cleared areas…I guess in some tiny sense I take some pride in my space. And I suspect when I get to the point where all the forest has been cleared and all the land tamed, I’ll probably lose interest (if not before).

My next project might be actually working on my character’s inn room in EQ2. I see the crazy things people build and while I’m impressed by them, I also find the range of options a bit daunting. Again, with these simple not-games, the limited choices are almost a blessing. There’s nothing intimidating about arranging your barn and cabin and apple trees in Frontierville, y’know?

I don’t know if I have a point here. Like I said at the top of the post, this is more stream-of-consciousness thinking about *why* I’m enjoying a game that is hardly a game (and which draws such ire from a large population of ‘core gamers’).

We Rule mutterings (iPad)

So I’ve been playing We Rule on the iPad (also for iPhone/iPod Touch) for a little while now. It’s definitely one of those social games that draw so much ire, but as I’ve said previously I don’t find these games nearly as annoying when they’re not spamming me and my friends constantly. We Rule runs on the Plus+ social network which is (as far as I know) *just* for games.

This isn’t meant as a ‘review’ really, just some thoughts on what I wish the game has that it doesn’t (or if it does, I’ve missed it).

So you start with a plot of land and some money. You’ll start by planting crops, a la Farmville. And different crops have different seed costs, growing time, and payoff. Annoyingly crops will wither once they’ve ripened if you don’t harvest them quickly enough. That makes growing crops an issue for me since I, y’know, have a real job to go to and I can’t just stop in the middle of the day, dig out my iPad, log into We Rule and harvest. This system probably works a lot better on the iPhone since you’ve always got that and can harvest on the fly while zoning out in a meeting or something.

Luckily there’s a crop that takes a full day to ripen and I just plant those at the same time every day. Even luckilier 🙂 you can quickly get past crop growing and start building shops and houses. Houses collect a tiny bit of rent every so often but the rent doesn’t spoil, and shops are used to produce goods and again, these don’t spoil.

Then there’s the social aspect. Once you have some friends you can visit their kingdoms and place orders in their shops, and vice versa. I’ve never noted amounts but my expectation is that you earn more gold and experience by doing this than by just letting your shops produce for yourself.

And that’s it. Earn gold and experience to spend on better shops or more land so you can earn more gold and experience. You can, if you like, also spend gold on stuff like trees and roads and decorate/layout your kingdom, just for fun.

It’s a nice basis but I want a game like this that does MORE. For instance all these little shops just create items out of thin air. I’d love some more complexity to that system. Give me mines and forests to harvest materials in. And then let me trade materials with my friends. I have a vast forest nearby and my friend has mountains rich with ore…let us trade resources we have plenty of for those we are lacking.

And of course me being me, I’d like a military aspect too, but I think that’s way out of scope. There’s nothing ‘bad’ you can do to a friend in We Rule and I think that’s very much intentional and core to the goals of the developers. Make it all very friendly.

But how about population happiness? Make those parks and ponds and stuff impact your villagers, keeping them content.

Can you have a “social game” and give it this much complexity, or is the simplicity part of the appeal? We Rule is either a very simple game, or the nuances of it are totally escaping me. If the latter is the case, I’m sure someone will correct me. 🙂