Posts Tagged ‘freetime’

Work Hard. Play Hard

Monday, August 30th, 2010

I’m laying in bed in a vegetative state of mind. I danced my legs off in three nights one after another. You know, it’s fun: communication, flirting, meeting different (sub)cultures, reading (and writing) body language. I like it that way. But it’s very easy to lose your head in a metropolis.

Whirl of Partying

On one hand, it seems that you deserved that good enriched spare time after five days working eight or more hours and pushing your limits at a computer solving different technical problems. I like my job, but as in any other job, there happen things that are too difficult, very risky or just boring and making you tired, but you still need to do that yourself. Then a weekend comes, and you having robotic head go to a semi-bar semi-club to meet friends, talk to strangers, or just dive deep into trance while listening to music. Usually one club is not enough. You get hooked and go further. The night ends up at 1 PM at a cheap food store buying yogurt and pelmeni to revitalize your body. What’s the point of that exhaust? Why do I need that hardcore? Because of all those moments that I see and experience while living such a life, which are only dreams to others. :D

On the other hand, the speed of achieving your objectives slows down because of those parties. I worked on Halma game probably just a couple of weeks per year all in all. And I would already like to start new games, and analyzing and learning new technologies. From practice I know that all wishes become true, but it takes much more time than you plan. And when you spend more than half of your weekend in a dizzy state, it seems impossible at all to achieve something personal. I have a conspiracy theory that alcohol and various illegal drugs are indirectly propagated to lower the possibilities of the masses, so that these who manage the world in the underground, would stay in their leading position. Oh. I hate politics. At least it’s good that nobody forces anyone to drink alcohol, as well as one can break the norms and traditions. I like to choose by myself when to be dizzy and when to have clear mind.

I also noticed that different places I visit associate with different drinks, because of drinking them there. For example, Club der Visionäre associates with Augustiner beer, I order gin-tonic at Bar 25 by default, I tried and liked shots of Borgmann at Salon zur wilden Renate, and I usually choose absinth with RedBull at Watergate and Berghain. It’s the culture of alcoholism, isn’t it? The drinks are drinks. Sometimes I need them, sometimes not. The most important to me here is the objective of socialization. I want to get rid of the last bits of shyness and hesitation so that I could live the rest of my life only with those limits which are not dependent on me. And I feel the progress of achieving that.

I like living like this. I just don’t wanna stuck in the whirl of partying. I should probably go clubbing just one night per week and spend the rest of my free time at home at a computer. :)

Sunday Celebration: Village Business

Sunday, February 7th, 2010

They say: “Grow delicious fruits and vegetables and raise adorable animals on your very own farm!”. But this is what you get: “Buy many images for money, lay them in your square field, return back in many hours, sell the images and you’ll get even more money. Buy many images for money, lay them in your square field…” That’s one of many facebook-based cloned games by Zynga company with rural decorations this time and it’s called FarmVille.

FarmVille

Game developers usually get surprised how such a primitive grinding game has more players than twitter has tweeple. Farm village engages the rational ones by simple strategies what images to choose to get maximal profit in minimal time. It engages the irrational ones by attractive childish graphics and animation and the ability to arrange their farms as cozy, interesting, or esthetical as possible. Some players exploit the unexpected possibilities of the game while creating their farm art. Some people get caught by marketing tricks like facebook statuses about the game, various actions and invitations, ads in other games by Zynga, podcasts, twitter statuses, adaption to actual holidays (Halloween, Christmas, Easter), etc.

FarmVille is a community-based game. Recently Tony Ventrice defined the following purposes of such games in Gamasutra:

  • Create permanent community (offer collaboration)
  • Create the feeling of continuous discoveries (prompt player progress and self-expression)
  • Spread the game virally (prompt players to invite friends)

There isn’t much community-forming in the game. You are just offered to invite neighbors whose farms you’ll be able to fertilize so that they get richer crop. Also you can give your neighbors animals, trees, and different decorations from a reserve of gifts, where the amount of gift choices grow up with the increasing level of your village business experience. What I don’t like is that you can give others different presents that you don’t really have and can’t take yourself (as well as you can’t fertilize your own fields). The game is symbolized a lot already, but giving presents from some strange reserve makes it even more unrealistic. On another hand, this ensures that players won’t sell virtual goods to each other what usually happens in multi-player gaming.

The avatar of the game makes no sense. It just slows all the activities down, because if you want to plough and sow a field, the avatar has to go to it first. I found out that if you frame your avatar with a fence, the fields are ploughed and sowed immediately. So you have to limit yourself for productivity (like in real life). If you visit your neighbors, you will never find them at home. You’ll find there only abandoned farm full of crows and weeds, which you can clear and get virtual money for that.

The business model behind FarmVille is this: the game is free for most of the players, but a few percent of biggest fans buy virtual money for real money at their free will, to be able to develop their village business in larger scope.

There is almost no interaction among different objects in the game except the area they take (animals can’t go over the area which is laid with an image, e.g. a field, a tree, or a fence). When you achieve quite high level or buy virtual money, you can get tractors or harvesters which make the work much faster as you don’t have to click on each field, but that works only while you have fuel. The game would be much more interesting, if rabbits would nibble the uncovered trees, unframed cows and horses would trample down or eat the crop, animals would need food, the manure of animals could be used to fertilize the fields, etc.

Frame yourself for productivity

Having in mind that FarmVille is still in beta, there is a hope that it will be more interesting in the future. If you have several months, you can try farming as is now. But if you have no time and still want to have fun, play the platform game this weekend (surprise surprise! :D ).