Anyone who tells you that they went on summer vacation, and go karts weren't involved, didn't really go on vacation. Zynga has released Attractions to CityVille, a feature within a feature of sorts.
These unique businesses benefit the most when operating just after you release Hotel guests or welcome Cruise Ships. The first of what we expect to be a series of attractions are the Go Karts.
Check the Build menu under the Businesses tab to find the Go Karts which cost a whopping 25 thousand Coins. Once you scrounge up enough cash for it, build the foundation using a few Energy, and then click on the building to finish it. The Go Karts, like many businesses and community buildings, requires special materials found through friends to complete.
CityVille Go Karts build menu
Go Kart Wrench IconWhen the Go Karts are ready for business, it's up to you to decide when it is ready for customers. However, attractions also require repairs in between the times they're open for business. Here's a breakdown of how the Go Karts--and all attractions, really--operate:
Release Hotel Resort guests and Cruise Ship Tourists
Click on the Go Karts in order to open it to customers. (Go Karts are only open for three minutes at a time.)
Hover over the Go Karts to see how much time is left and how many customers have visited.
When the money bag icon appears, click it to collect your earnings. (Go Karts earn between 800 and 3,000.)
After collecting, click on the wrench icon to begin the repairs process.
Rinse and repeat until filthy rich.
Maintenance Go Karts
Like we said, attractions need regular maintenance. Players can simply wait for the timer, which in this case is a whopping 24 hours, before reopening the gates. However, you can also ask your friends for Wrenches, which will allow your attraction to reopen instantly when three are collected--at least in the Go Karts' case--and increase your payouts next time. We hope this is the first of many attractions, as they add a much-welcomed albeit thin layer of strategy to making money in-game.
[Source and Image Credit: Zynga]
Check out the rest of our CityVille Cheats & Tips right here.
Have you started your Go Karts yet in CityVille? What do you think of these new types of businesses in the game?
Thursday, December 22, 2011
Penny Arcade: When free games aren't really free
Popular video game-centric comic Penny Arcade exposes the dark underbelly of 'free-to-play' games, such as League of Legends and FarmVille. Yup, this pretty much says it all.
How much money have you spent in 'free' games?
How much money have you spent in 'free' games?
CityVille Havering Manor: Add citizens to your town the expensive way
While I would like to tell you that CityVille's newest limited edition home is affordable, I unfortunately can't. No, the Havering Manor costs a whopping 70 City Cash, and that's just for a single building! Granted, this estate is quite large, taking up a lot of space on your land, but isn't that also another negative? With expansions and land space going for high costs now, is it worth building this large of a structure, especially when it costs this much to do?
Perhaps I'm reading too much into this. Either way, if you're interested in purchasing the Havering Manor, you'll receive a starting population of 1750 citizens, which can be expanded to a huge number - 4,500 citizens - over time (by randomly receiving population boosts when you or your friends collect the Manor's rent).
To add a bit of a complication to the Havering Manor, even if the price tag isn't too high for you, but you do need to save up some City Cash, you unfortunately don't have that luxury. The Havering Manor will only be available in the store for the next day, and whether it will ever be re-released after this initial launch is anyone's guess. Who knows? It may come back, but at an even higher price (don't put it past Zynga). Ultimately, purchasing one will be up to you, but I wouldn't blame you for turning your nose up at the idea and moving on.
Will you / have you purchase(d) the Havering Manor before it expires in CityVille? Do you think 70 City Cash is an acceptable price, considering the large boost in population this one provides?
Perhaps I'm reading too much into this. Either way, if you're interested in purchasing the Havering Manor, you'll receive a starting population of 1750 citizens, which can be expanded to a huge number - 4,500 citizens - over time (by randomly receiving population boosts when you or your friends collect the Manor's rent).
To add a bit of a complication to the Havering Manor, even if the price tag isn't too high for you, but you do need to save up some City Cash, you unfortunately don't have that luxury. The Havering Manor will only be available in the store for the next day, and whether it will ever be re-released after this initial launch is anyone's guess. Who knows? It may come back, but at an even higher price (don't put it past Zynga). Ultimately, purchasing one will be up to you, but I wouldn't blame you for turning your nose up at the idea and moving on.
Will you / have you purchase(d) the Havering Manor before it expires in CityVille? Do you think 70 City Cash is an acceptable price, considering the large boost in population this one provides?
Puppy lovers unite as OMGPop pulls in $20k daily from Puppy World
That's a heck of a lot of doggy biscuits... Released in late July, OMGPop's Puppy World on iPhone / iPod Touch has been downloaded over one million times, and currently sits at #54 on the iTunes Top Free Apps chart. While not one of the most social-heavy games on the App Store (although the app claims you can share puppies with your Facebook friends), that doesn't mean it's not a profitable setup. In fact, players are apparently so in love with puppies that they're paying $20,000 per day on the game's virtual goods.
As reported by TechCrunch, OMGPop's CEO Dan Porter has offered some stats about the game's progress so far (unfortunately, there's no infographic to go with them - we love infographics). Of the game's 1 million downloads, a quarter of those have resulted in daily active users returning to the game. What's more, when taking all users into account, each user spends an average of eight cents per day on virtual goods that are available within the Puppy World app (players can purchase premium decorations, or can even buy their way out of quests with premium currency). While it wasn't revealed in exact detail, Puppy World has many players that spend sometimes more than $50 on premium currency packages, with all spending adding up to over $20,000 a day.
To bring in those users, Porter claims that 20 percent of users are downloading the game based on adds they've seen on OMGPop's website and on Facebook app pages, while viral sharing and exposure on the iTunes app charts accounts for a larger portion: 60%. The final 20% is comprised of users that responded to paid advertising. Do the math, and Porter states that "For every user we pay to acquire we are seeing 6 more users for free." That's pretty impressive, all things considered.
Of course, many would argue that in the world of social and mobile games, success is found over the course of a marathon, and not a sprint. Sure, OMGPop may have a hit on their hands now, but how long will it last? Porter admits that the game isn't without flaws, especially when playing on older iPhones. "If we had to do it all over again, we would have only supported iPhone 4," he says. He attributes many of the app's one-star reviews to the app crashing on older phones.
With such simplistic gameplay as waiting for puppies to grow before giving them over to happy children, mixed with some light animal care-taking tasks, could Puppy World even have enough content to sustain a port to Facebook? I know I'd be interested in these adorable puppies making the switch, and with profits like these just on the iPhone, we're excited to learn if that becomes OMGPop's next logical step. We'll make sure to let you know if it is.
Have you tried Puppy World on iPhone? Would you like to see Puppy World make the switch to Facebook, or do you think the gameplay is more suited to a mobile experience / audience? Have you spent any money in free-to-play mobile games?
As reported by TechCrunch, OMGPop's CEO Dan Porter has offered some stats about the game's progress so far (unfortunately, there's no infographic to go with them - we love infographics). Of the game's 1 million downloads, a quarter of those have resulted in daily active users returning to the game. What's more, when taking all users into account, each user spends an average of eight cents per day on virtual goods that are available within the Puppy World app (players can purchase premium decorations, or can even buy their way out of quests with premium currency). While it wasn't revealed in exact detail, Puppy World has many players that spend sometimes more than $50 on premium currency packages, with all spending adding up to over $20,000 a day.
To bring in those users, Porter claims that 20 percent of users are downloading the game based on adds they've seen on OMGPop's website and on Facebook app pages, while viral sharing and exposure on the iTunes app charts accounts for a larger portion: 60%. The final 20% is comprised of users that responded to paid advertising. Do the math, and Porter states that "For every user we pay to acquire we are seeing 6 more users for free." That's pretty impressive, all things considered.
Of course, many would argue that in the world of social and mobile games, success is found over the course of a marathon, and not a sprint. Sure, OMGPop may have a hit on their hands now, but how long will it last? Porter admits that the game isn't without flaws, especially when playing on older iPhones. "If we had to do it all over again, we would have only supported iPhone 4," he says. He attributes many of the app's one-star reviews to the app crashing on older phones.
With such simplistic gameplay as waiting for puppies to grow before giving them over to happy children, mixed with some light animal care-taking tasks, could Puppy World even have enough content to sustain a port to Facebook? I know I'd be interested in these adorable puppies making the switch, and with profits like these just on the iPhone, we're excited to learn if that becomes OMGPop's next logical step. We'll make sure to let you know if it is.
Have you tried Puppy World on iPhone? Would you like to see Puppy World make the switch to Facebook, or do you think the gameplay is more suited to a mobile experience / audience? Have you spent any money in free-to-play mobile games?
Cafe World Full Screen Mode now live to all chefs (it's about time)
It only took them two years to do it, but full screen gameplay has finally, mercifully come to Cafe World. While the feature has been available for some chefs for about a month now (you know, those chefs that had the patience to complete the Go Full Screen Goals), if you never got around to completing those goals, you can now access the full screen toggle anyway, as it's been added to the menu area at the bottom right-hand corner of the gameplay screen.
If you're wondering why this matters, just think of how nice it will be to redecorate or even use your cafe now that you can see the entirety of it without scrolling around. Have stoves at both ends of your cafe? Is your Salad Bar in the corner, away from all of your other appliances? You can now access everything with less hassle, simply by being in full screen.
The interesting thing now will be determining whether or not this was all too little, too late. The lack of a full screen option was really just a single problem in the game's long line of issues, so will its addition actually help matters, or will it only place more focus on the worse problems we're arguably left with (short completion time limits, never-ending friend requests for materials, etc.)? Either way, I suppose all that's left to do now is enjoy the full screen option while we can, hoping that something doesn't come along in the future to ruin the fun (you never know, stranger things have happened).
Did you unlock the full screen option by completing the Go Full Screen Goals, or are you just getting your first taste of full screen gameplay now?
If you're wondering why this matters, just think of how nice it will be to redecorate or even use your cafe now that you can see the entirety of it without scrolling around. Have stoves at both ends of your cafe? Is your Salad Bar in the corner, away from all of your other appliances? You can now access everything with less hassle, simply by being in full screen.
The interesting thing now will be determining whether or not this was all too little, too late. The lack of a full screen option was really just a single problem in the game's long line of issues, so will its addition actually help matters, or will it only place more focus on the worse problems we're arguably left with (short completion time limits, never-ending friend requests for materials, etc.)? Either way, I suppose all that's left to do now is enjoy the full screen option while we can, hoping that something doesn't come along in the future to ruin the fun (you never know, stranger things have happened).
Did you unlock the full screen option by completing the Go Full Screen Goals, or are you just getting your first taste of full screen gameplay now?
FrontierVille Newlywed Newbies Timed Goal: Everything you need to know
As if FrontierVille wasn't already filled with enough wedding talk to last most of us a lifetime, a new timed goal has been added to the game that takes life after the wedding into account, as a pair of Newlyweds (Kit and Connie) have made a pit-stop on your Homestead on their way through to the Pioneer Trail. The Newlywed Newbies goal should be available to most pioneers as of this writing, and you'll find its icon along with the rest of your goals on the left-hand side of the screen.
This timed goal must be started by August 31. Once you start it, you'll have seven days to complete it, and if you do, you'll earn some Wedding Gifts that can be used towards special wedding decorations, if you're still trying to complete your collection of those. As you might have expected, this goal comes with three tasks:
Harvest 30 Potatoes
Collect 10 Spare Harnesses
Collect 10 Water Canteens
Apparently, Kit and Connie have found themselves in a spot of trouble, and you'll need to help them make up for the poor planning by rounding up some supplies. The Spare Harnesses are earned through individual requests sent to friends, while the Water Canteens are earned through a general wall post. As for Potatoes, they take just four hours to grow, so you'll likely finish that step first.
For completing this goal, you'll walk away with the aforementioned 10 Wedding Gifts, but will also earn 300 XP and 200 coins. Those prizes aren't huge, but the requirements here aren't too terribly difficult either. Just make sure to have some free space on your land to plant those crops, and the rest should come to you way before your seven day time limit is up. Good luck!
Check out the rest of our FrontierVille Cheats & Tips right here. >
Will you immediately start the Newlywed Newbies Timed Goal, or are you going to hold off on this timed goal until you have a chance to finish the other items on your plate?
This timed goal must be started by August 31. Once you start it, you'll have seven days to complete it, and if you do, you'll earn some Wedding Gifts that can be used towards special wedding decorations, if you're still trying to complete your collection of those. As you might have expected, this goal comes with three tasks:
Harvest 30 Potatoes
Collect 10 Spare Harnesses
Collect 10 Water Canteens
Apparently, Kit and Connie have found themselves in a spot of trouble, and you'll need to help them make up for the poor planning by rounding up some supplies. The Spare Harnesses are earned through individual requests sent to friends, while the Water Canteens are earned through a general wall post. As for Potatoes, they take just four hours to grow, so you'll likely finish that step first.
For completing this goal, you'll walk away with the aforementioned 10 Wedding Gifts, but will also earn 300 XP and 200 coins. Those prizes aren't huge, but the requirements here aren't too terribly difficult either. Just make sure to have some free space on your land to plant those crops, and the rest should come to you way before your seven day time limit is up. Good luck!
Check out the rest of our FrontierVille Cheats & Tips right here. >
Will you immediately start the Newlywed Newbies Timed Goal, or are you going to hold off on this timed goal until you have a chance to finish the other items on your plate?
Meteor Games wants to be the Nintendo of Facebook games, not just "for moms"
While Meteor Games may be a name that's foreign to most Facebook gamers, with just 1.1 million monthly active users across their entire catalog of Facebook games, that doesn't mean their games aren't successful. Just ask CEO Zac Brandenburg. According to Forbes, Meteor finds success in their Facebook games (including their most popular - Island Paradise) because they're more focused on the long-term when designing a game, rather than on instant success.
"The feature set is much more than a simple compulsion loop," says Brandenberg, "You need to have different things for players to do, centered around what the plot is going to be." In an upcoming branded game, released with Viacom, we'll apparently see that ideology in full effect. Meteor is currently working on three games that are "close to launch," but Brandenburg didn't reveal specific details about any of them, other than the fact that they may be "fantasy-themed."
We do know the company's end goal, however: to focus on the middle section of gamers. "We don't think like Kabam with hard core games and we are also not just casual games for moms. There is a middle ground - like with Nintendo. There's a huge audience in the middle. We're going to draw from the hard core elements and the super casual side." Brandenburg says that games don't need massive audiences to be successful, so long as you've given players a high quality experience that engages them over the long term. Of course, high-paying users don't hurt either.
While Brandenburg refrained from using the term "whales," Meteor apparently does have them, and in droves. In Meteor's case, whales are gamers that spend over $1,000 a year on their games, while a handful of Super Whales in each game spend over $10,000 - that's a lot of premium currency!
Even with all of that being said, Brandenburg made it clear that the company's focus isn't so much on a game's social aspects, but on making an individual user want to come back to the experience just to play the game. "You only play if you actually want to not because your friends want you to. Then you have a smaller audience but the audience may spend 50 times what another gamer (on a different game) spends. You can have a lot of success there."
When Meteor Games announces more details about their three upcoming titles (including the branded game with Viacom), we'll make sure to let you know.
Are you an active player of Meteor's games like Island Paradise and Ranch Town? Would you have more fun in a Facebook game if there was more focus on your own experience with the story, rather than on always asking for help from your friends?
"The feature set is much more than a simple compulsion loop," says Brandenberg, "You need to have different things for players to do, centered around what the plot is going to be." In an upcoming branded game, released with Viacom, we'll apparently see that ideology in full effect. Meteor is currently working on three games that are "close to launch," but Brandenburg didn't reveal specific details about any of them, other than the fact that they may be "fantasy-themed."
We do know the company's end goal, however: to focus on the middle section of gamers. "We don't think like Kabam with hard core games and we are also not just casual games for moms. There is a middle ground - like with Nintendo. There's a huge audience in the middle. We're going to draw from the hard core elements and the super casual side." Brandenburg says that games don't need massive audiences to be successful, so long as you've given players a high quality experience that engages them over the long term. Of course, high-paying users don't hurt either.
While Brandenburg refrained from using the term "whales," Meteor apparently does have them, and in droves. In Meteor's case, whales are gamers that spend over $1,000 a year on their games, while a handful of Super Whales in each game spend over $10,000 - that's a lot of premium currency!
Even with all of that being said, Brandenburg made it clear that the company's focus isn't so much on a game's social aspects, but on making an individual user want to come back to the experience just to play the game. "You only play if you actually want to not because your friends want you to. Then you have a smaller audience but the audience may spend 50 times what another gamer (on a different game) spends. You can have a lot of success there."
When Meteor Games announces more details about their three upcoming titles (including the branded game with Viacom), we'll make sure to let you know.
Are you an active player of Meteor's games like Island Paradise and Ranch Town? Would you have more fun in a Facebook game if there was more focus on your own experience with the story, rather than on always asking for help from your friends?
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