Wednesday, May 22, 2013

"I'm gonna get your wallet, sucka!"

Clash of Clans

Long-Term Review

By now if you a smartphone, and like games, you probably know about a little freemium game called Clash of Clans. Like that the developer, Helsinki-based Supercell, pretty much makes so much money off of in-app purchases (IAP) over CoC, that they can take money baths every day. 

I first started playing Clash around 6 months ago. Despite my best intents, I am  now very guilty of contributing to their IAP bottom line. I've bought many, many in-game virtual items for hard currency. The very nature of the compelling and addictive gameplay makes it almost a requirement. As in World of Warcraft addictive. But the game does pretty much almost force you to buy stuff after a certain level. Your fort becomes your avatar, and if you have played the game a while, you start to feel very protective of it. Other players can attack you, and steal your hard-won resources. You obviously have military defenses to protect yourself, but sometimes they aren't enough, and gold and elixir you've been hoarding for days gets stolen from your coffers.

So what is a player to do? Build stronger, and increasingly more expensive, defenses. Which can take days to upgrade. And when your defenses are upgrading for days, that don't work. The only protection, is a Shield. If you get really badly mauled in an attack, the Shield will protect your fort for up to 16 hours to give you time to repair and rebuild. But a reasonably strong defensive cannon takes days to upgrade, and costs and atrocious amount of gold. Gold that takes days and days to gather. But once the 16 hour Shield expires, other players can attack, steal your gold, and prevent you from getting enough resources to strengthen your fort. 

So what's a player to do. And this is where the real world, hard currency comes in handy. You can buy a
Shield from the App Store, that will last for up to a week, gather resources and upgrade. Beyond, say, Level 40 in the game, making an IAP is not a luxury, but a requirement if you want to advance. 

But Clans is such a fun game, I don't begrudge or resent the money I've paid over the past months. I've spent much more on PC or console games that were terrible. I've played freemium games that were beyond obnoxious in time-gating the most trivial things for an egregious amount of real money. Clash of Clans is a happy addiction worth the cash. 

Thursday, February 7, 2013

Skylanders: Lost Islands

Making Money With Your Skylanders For Fun & Profit!



Strategies and tips for beating skyrocketing Skylanders costs. 



The economy in Skylanders: Lost Islands can be best describes as a bit like a dog chasing it's tail. To make money (gold coins) you need to send Skylanders on missions; missions require energy, which you can get by paying gold coins to grow energy plants. Gold is the primary resource you need in the game, as it's required to build structures, and to unlock additional elemental islands. Early on in the game, it's not that big of deal - the first islands you have to unlock cost around (and I'm going on memory here) 30,000 gold coins. However, at later stages in the game, say around level 20, the costs skyrocket. I'm currently at level 25, and to unlock the next island requires 750,000 gold! Given you're essentially on a fixed income, as the maximum amount you can receive on a mission is 15,500 gold coins, and 18,000 for a Sanctuary trip, it takes a lot of days and patience to amass that much gold.

So, lets look at a reasonable plan to maximize gold production in a 24 hour period. I did some number crunching in Excel, which I won't bore you with here (although e-mail me if you want to see the spreadsheet) to come up with a fairly easy way to bank around 40,000 gold a day, without having log into the game every waking minute.

Energy Production:
1) Have 15 Plant Fields
2) Grow Grave Diggers = they take 2 hours and produce 425 Energy
3)  Do this 6 times a day
4) Total Energy in 24 hours = 38,250

Gold Coin Production:

1) Have 6 Adventure Balloons
2) Go to Dark Water Cove (a 7 hour mission) twice a day - once in the morning, and once before bed
3) After the morning Dark Water Cove is completed, do 2 Cadaverous Crypt missions (this will leave some flexibility to deal with Trolls, Sheep, and the occasional Treasure Chest)
4) Do 3 Sanctuary trips.

Now Show Me The Money!

Total Gold in 24 hours = Net 37,200 (Subtracting Gold required to grow Energy Plants)

Obviously Sheep etc. will add the additional 2,800+ gold coins to get you to 40K a day. With a bit of coffee,  ADD, focus, and diligence, I've easily made 80K in 24 hours, but you have to log into the game an atrocious amount of time to get that much. The above methodology presumes a degree of having a normal life. Enjoy!

Wednesday, February 6, 2013

Clash of Clans: Update(s)

Version 3.25 Released


and a small confession...


Looks like our good friends at Supercell in Finland have released an update for Clash of Clans. I won't take up (not) valuable space to list all the changes, but you can find the particulars here.  New unit upgrades, traps, hero improvements, and leaderboards, to name a few. Again, if you are not playing this game, you are sorely missing out on one of the best Free-To-Play titles out there. Combat, base-building, compelling player vs. player - you name it, it has your flavor of gaming crack.

And now, my confession. I actually broke down and made an IAP (In App Purchase) in Clash of Clans. 500 Crystals, to be exact, which cost me $4.99 USD. But the game made me do it - seriously. I was hovering around Level 30, and needed to upgrade my Town Hall to Level 7. A Level 7 TH unlocks a slew of additional buildings, as well some much needed upgrades. Unfortunately, a Level 7 Town Hall requires 1,200,000 gold. Unfortunately times two, I would amass around 400,000 gold, and someone would attack me, and steal 100,000+, I'd get a 12 hour or 16 hour Shield, regain the 100K gold, be attacked again, and lose said gold. Lather, rinse, repeat, Sisyphus.  And so, I buckled, and got a 7-day Shield. To me, this is was a shocking discovery, as there seemed to be no legitimate way to gather the necessary resources without paying for the additional Shield time protection. And to date, Supercell have made IAP a 'want', not a 'need', in order to progress in the game. Not sure what the solution is - increased Shield time based on your level perhaps?

But in the end, I can't say I felt all that cheated - for a game that's given me more fun than many a  $60 retail console title, $4.99 for some crystals for CoC seems like a bargain.

Sunday, January 27, 2013

Gesundheit!

A Touching Tale of a Little Piggy With a Runny Nose Who's on a Mission


Mini Review



First things first - Gesundeheit!, by Revolutionary Concepts, is free for only a short time, so grab it pronto.

Gesundheit is one of those rare games that appeals to just about every age group - it's your classic 'save-the-princess (pig)' set in a crayon-drawn world. You play as a little pig with a cold? allergies? who uses the power of his boogers to battle enemies and interact with the world.  The gameplay is essentially top-down, and plays much like Mario Brothers or Zelda, with a bit of stealth elements thrown in. Controls could not be simpler or easier, which is critical, as much of the game revolves around your ability to sneeze boogers at a distance to lure enemies and activate switches or traps.

Sunday, January 20, 2013

Skylanders: Lost Islands

What Do Skylanders And The Island of Dominica Have In Common?


Part I


Perhaps you've heard of a little 'ole game franchise called "Skylanders"? You know, the one that made $500 million dollars in the US in 2012? To put that number in perspective, the island of Dominica, located in the Caribbean, has a GDP of $490MM USD. That's a lot of Skylanders for 1 little island. Eric Kain over at Forbes called Skylanders "Diablo for Kids..." That is an honorific that is not lightly bestowed.

Anyhow...onto the latest incarnation in freemium app crack: Skylanders: Lost Islands. On the surface, there's nothing about this game that is that much different than your average monster breeding and farming game, like say, Dragonvale. But the Skylanders personalities, perceived attributes, and the rich environments, while mostly just window dressing, serve to enhance and vary the game experience. Skylanders come in different elemental forms (Fire, Air, etc), sizes (Regular and Giant), Experience levels, which is sufficient to mix up the missions, quests and the tasks that can be performed under these constraints such that the game never feels repetitive. New Skylanders are gained every 5 levels, which is probably the most tedious part of the game, if you're not willing to part with real world cash to buy Skylanders, which is a real temptation. With 55 possible Skylanders that can be acquired, that's 275 levels at a minimum you'd need to acquire them all.

There are two primary resources in Skylanders: Gold Coins (from Missions), and Energy (from Farms). It costs Coins to grow Energy plants, and Energy plants to go on missions to acquire Gold Coins. Sort of a perpetual motion Ponzi scheme of in-game economics. So let's start off by looking at maximizing Farm output:

CROP TIME COST ENERGY COST PER NRG NRG PER MIN
Floats 1 10 4 2.50 4.00
Ambrosia 3 30 11 2.73 3.67
Cloudlings 10 105 37 2.84 3.70
Luminaries 30 320 110 2.91 3.67
Eufirbia 60 650 215 3.02 3.58
Grave Diggers 120 1,300 425 3.06 3.54
Moss Stash 240 2,700 840 3.21 3.50
Domedelion 420 4,800 1,450 3.31 3.45


 Obviously, you get the highest per-minute return on Energy for 1-minute Floats, but that that would take forever to amass enough Energy to take on the big 5,000 Energy Sanctuary missions, so Cloudlings seem to be the best choice. They provide a livable time-frame and balance for maximizing production while minimizing cost. I still like to mix it up with Luminaries and Eufirbia as well sometimes, or perhaps Domedelion right before I go to bed, just for a big instant Energy inventory boost upon harvest.

So that's it for Part I. In Part II, we'll take a look at maximizing mission return on Gold Coins. Can you feel the excitement?!



Tuesday, November 27, 2012

Farmville 2, By George!

New "Great Britain" Content Added


With all the Fall and Thanksgiving content additions that have been added to Farmville 2 over the past 2-ish weeks, it was a bit surprising to see the pop-up screen to the left appear today. There's nothing particularly British about today's update, at least that I could find. It's not a Bank Holiday, as the Brits have the same good sense to schedule their official days off like we do in the US i.e. on Fridays and Mondays. In any event, there was actually a new limited-time, craft-able plant item introduced, as well as 3  limited time craft-able recipes. Truth be told, Zynga also introduced a limited-time, Farm Bucks-only Elderberry Tree, but I try to ignore Farm Bucks exclusive content in the same way I'd ignore poor manners, bad grammar, or Justin Bieber.

New Plant:

English Rose
  •  Good until December 23rd
  • 2 Hours to grow
  • 42/59 coins to plant/recieve
  • 3 XP
  • 5 Feed
  • Can be crafted to make Rose Jelly:
            • Requires: 8 Roses + 3 Sugars
            • Rewards: 1510 coins + 9 XP 

New Recipes:
  • Elderberry Tea
    • Good until Dec. 23rd
    • Requires Farm Bucks, so why bother with details? 
  • Petit Fours
    • Good until Dec. 23rd
      • Requires: 2 Blueberry Custards + 3 Batters
      • Rewards: 2710 coins + 27 XP

So there you have it - a proper English menu, at least according to a game made in the US of A.






Monday, November 26, 2012

Farmville 2

Level 20 Skidoo!

 

Bottles 'n Bucks Needed


I reached Level 20 in Farmville 2 this morning, and for once was smart enough to plan(t) ahead with a full field of long growing (24 hour) strawberries and sunflowers. However, I was less than happy when I dived into the details of what was required in order to unlock the farmland. It was not pretty:




  • 13 Chainsaws (easily fulfilled from Zynga.com)
  • 300,000 coins (pricey, but I'd already amassed around 120,000 coins without even trying)
  • 1 Adult Brown Swiss Cow (so I have to buy/raise a baby cow - no big deal)
Except, a Baby Brown Swiss Cow costs 65,000 coins (!) and requires 16 Baby Bottles (!!). Suddenly,one trivial item on the unlock checklist became a major resource sink. I bought the baby cow, started feeding it, and ran out of Baby Bottles after about 6. The freebie giveaway on Zynga.com was no luck - there was a huge run of just free Feed and Water available at the exact time I needed anything but.

So here I sit, waiting to raise enough resources to unlock the farm area. Frustrating. Don't make punishment part of the reward, Zynga.

Sunday, November 25, 2012

Clash of Clans

It's Clan-tastic

 

Review


A few weeks ago, I posted an entry that examined how some free apps make money hand over fist via in-game purchases for real money. One of the games mentioned in the original Wired story I reposted was Clash of Clans by Supercell out of Finland (Moi Suomi!). Out of curiosity, I downloaded the app a few days later, and discovered that  spending hundreds of dollars on a "free" game suddenly became to not seem so crazy.




 The Clash Part:

Clash of Clans, at it's a core, harks back to the late '90s, when real time strategy games ruled the gaming landscape. Build a base via harvesting resources, research and upgrade units and buildings, train troops to attack and defend, all the while having a good old time. It's set in a fantasy world of goblins, barbarians, dragons, and the undead, among others, with the player tasked with attacking evil warlords bases wherever they lurk. Pretty standard fare - until you introduce multiplayer into CoC, with other players attacking your base, or you attacking theirs. It introduces the element of tension, anticipation, and low-down scheming that really makes the game shine. Each player's base has a "Shield" last from a few hours to a few days. When the Shield is active, no players can attack you, and you can't attack them. But once that Shield is down, it's every player for themselves. You can raise an army and go out and plunder other player's bases for loot. But they can do the same to yours.  Successfully defend an attack on your base, or win an attack against another player, and you also gain trophies, the quantity of which determines how powerful you are. Lose an attack on your base, and the Shield gets turned back on, protecting your base while you make repairs and re-think your defensive layout.

The Clans Part:

If the idea of constant attacks seems off-putting, there's a solution. Join a Clan. There are dozens of Clans around the globe to join. Clans are essentially your gang - use them to solicit troops for attacks or defense. It's a simple game mechanic - fellow Clan members ask for help when needed, and you can do the same. There's also an in-game chat, which is great for hints, tips, gossip, and generally hanging out. Don't confuse this short description of Clans with it's importance; like may simple things, it's as powerful as you make it.

In closing, Clash of Clans definitely warrants all the love it's been getting lately. It's a perfect mix of good game design, good art, and beyond robust multiplayer. Just be prepared to lose endless hours having a blast. 






Saturday, November 24, 2012

Farmville 2: Thanksgivingpalooza!

Fall Content Updates


A ton of new content was dropped within the past week in Farmville 2. I'll examine in greater detail over the next few days the specific pros/cons and quest tasks. In terms of new, limited-time items to purchase in the General Store, there are new plants, animals, trees, and decorations. The vast majority of these new items require real-cash Farm Bucks, so I won't discuss those items in any detail, as this blog is primarily dedicated to the free game experience.



Plants:
  • Parsnips 
 Animals:
  • 4 Types of Birds (2 Chickens/2 Turkeys). All require Farm Bucks. Blech.
Trees:
  • 2 Types (1 only type, the Plum Tree, yields fruit for crafting). Both require Farm Bucks. Blech times two.
 Quests:
  • L'il Rebel Turkey: rewards 1 Baby Turkey upon completion.
  • Turkey Calls: contains 6 sub-quests. A turkey is required as part of one of the quest tasks, so completion of L'il Rebel Turkey beforehand is vital.
  • Feast Table: mostly requires friends to supply building materials/sweat equity for construction to complete, although there is a food crafting sub-quest in the middle that will require strawberries, so start planting now. Once the Table is completed, you then invite four 4 friends to 5 different feasts. The rewards are pretty good for each successful feast you hold, so make this a high priority on your 'To-Do' list. 

And, that's it in a nutshell. Happy Farming to all!

Friday, November 16, 2012

Freemium Price Compare!

a.k.a. ARSE

Abstract Resource Stock indEx

I recently read an old article on Mental Floss about the Toadstool Exchange - it compared the relative prices in-game, and in real-world dollars, the cost of a grenade. This, in turn, reminded me of an annual column The Economist used to run - The Big Mac Index. Both are genius, and well worth a read when it comes to comparing relative values of things that either are digital or seemingly dissimilar i.e. a burger in a Norway vs. a burger in Tuscaloosa.

Anyways....in that vein I was inspired to create the ARSE. Most (90%+) of freemium or free-to-play app games out there, allow you to speed up the game, and thus gain an advantage, by purchasing some sort of of in-game currency. The important part, as it pertains to ARSE, is that in general, 1 in-game resource, be it gems, or gold, or smurfberries, equals 1 hour of game speed-up time. And thus, a comparative real-currency value can be assigned to these seemingly intangible virtual items.

GameResourceUnitsCostCost Per Resource
CityVille
Cash
50
$4.99
$0.10
Clash of Clans
Gems
1200
$9.99
$0.01
Dragon Story
Gold
120
$4.99
$0.04
Dragonvale
Gems
130
$4.99
$0.04
Gizmonauts
Crystals
130
$4.99
$0.04
Hay Day
Diamonds
130
$4.99
$0.04
Jurassic Park Builder
Bucks
120
$9.99
$0.08
My Little Pony
Gems
120
$9.99
$0.08
Restaurant Story
Gems
105
$19.99
$0.19
Simpsons: Tapped Out
Donuts
132
$9.99
$0.08
Smurfs' Village
Berries
125
$9.99
$0.08
Tiny Monsters
Diamonds
130
$4.99
$0.04
Tiny Tower
Tower Bux
100
$1.99
$0.02
Tiny Tribe
Diamonds
100
$9.99
$0.10


 Several caveats:

1. I tried to go for similar Resource Units or USD ($) amounts. It's not precise, clearly.

2. Some games, like Clash of Clans or Simpsons, use a different metrics to apply against 1 hour of in-game progress. 'Clash' is pretty easy to decipher; 4 gems = 1 hour. Simpsons has no discernible pattern.

3. Unsurprisingly, the mercenary black souls at Team Lava have the highest comparative ARSE cost via Restaurant Story.

I'll be updating the ARSE as the mood strikes, new games make the list, or a cost moves dramatically.