Thứ Bảy, 7 tháng 1, 2012

FarmVille Facebook Game Requests missing, hundreds of items lost

Zynga Message Center
Well, at least this is the case for one FarmVille Freak blogger. Over the weekend, FarmVille Freak writer CabbagePatchKid found that many of his or her FarmVille game requests simply weren't appearing where they should if at all. So, the illustrious blogger decided to contact Zynga customer support and get to the bottom of the issue.
Empty Greenhouse
With brand new buildings including the Duck Pond, Greenhouse and Valentine's Day buildings, friends are essential at times like this to complete them. When CabbagePatchKid reported the issue, Zynga customer support representative Sarah responded:

    Sarah T.: Hi, my name is Sarah T.. How may I help you?
    CabbagePatchKid: For quite some time now I have been losing about 90% of my gifts. It has been very difficult for me to complete things, now especially with the 125 bonus limit.
    CabbagePatchKid: Only a few of my gifts show up in the in game gift center, so all my neighbors time and mine is being wasted. Now as of tonight, I click on game requests and they all disappeared, and it continues to do that ( on facebook).
    Sarah T.: Do you know what is exactly missing?
    Sarah T.: I am sorry you are missing items.
    CabbagePatchKid: I have lost a lot of gifts! Especially a lot of special delivery boxes, probably close to 100 this evening.
    CabbagePatchKid: Why are game requests going missing from Facebook?
    Sarah T.: We are currently working on getting this issue resolved with Facebook.

It appears that Zynga has confirmed that the issue is with Facebook and not FarmVille. As of yesterday, a fix to the problem was in the works and still is, according to Zynga community manager Voltai. Stay tuned for updates.

Have you experienced these errors over the weekend? If so, have you discovered any workarounds? How do you think Zynga should handle the losses for players?

UFC Undisputed Fight Nation on Facebook: A loss by decision

The number one thing that makes or breaks a sports-based Facebook game is its faithfulness to the sport. And the recently released UFC Undisputed Fight Nation by THQ teeters on that very line. There are some parts of UFC that make for an engaging, original experience. However, it can't be helped to notice how this game is just like all the rest after seeing the big picture.

So, does UFC Undisputed Fight Nation survive the Octagon? Find out after the break.

Kickboxing
Logging into the game marks one of its more original concepts. You must choose between two camps, or a fighting styles, kick boxing and wrestling. Each school has its own advantages that actually effect the outcome of fights. Wrestlers focus on pinning opponents to the ground while kick boxers rely on hard-hitting strikes. All in all, it makes for a good balance when in the Octagon.

After choosing from one of several ridiculous nicknames like Pseudonym, Big Papi and The Saint, you'll be guided to the Training Screen by Dana White, president of the UFC. This is where you will train moves to use in fights much like Jobs in Mafia Wars. However, these directly effect your performance in fights. Training, of course, consumes Energy that refills over time or can be refilled using paid currency, or UFC Points (sound familiar?). There are four types of moves: Strike, Submission, Transition and Buff. These moves can be mastered for increased effect and extra bonuses like more damage or Stamina recovery. Not to mention that training contributes to your experience gain too.

But so do fights, the core of UFC. Go in untrained, and the game's randomly chosen opponents-which happen to be real players--will mop the floor with you. Enter the Octagon prepared and you might have a chance. While you are fighting real players, it all happens asynchronously. Much similar to how you wouldn't know if a player iced you in Mafia Wars until your next log-in, you would not be aware of being KO'ed by an opponent until doing the same in UFC. And while the preparation for fights and the camp distinctions are certainly unique, the excitement stops there.

Fights are turn-based events in which each player is given five moves per round, which are chosen at random from a deck of move cards. The cards will fling themselves toward the opponents deck in a flourish of red and white depending on whether the attack landed. This automated process goes on until either a player is knocked out or players run out of Stamina. Each move drawn consumes a certain amount of the stat and when it's all gone, players get "gassed," meaning they're all out of oomph for attacks. From here, the player with the most health wins. In fact, this whole process can be skipped just to see the results immediately. It's as if THQ knew that players would get bored to tears of it.

Training
The standard Facebook game tropes are all present. There is a store in which players can buy performance boosts for either UFC Points or standard credits. You can even fight your friends every once in a while, but what's to stop you from just skipping straight to the results? There is also a Career section that provides players with goals to achieve--a feature similar to Goals in FarmVille. Finally, players can fight the pros after reaching certain landmarks in the game. Beating them down provides huge amounts of experience points and other rewards, but we bet you'll just skip to results in those fights too.

UFC for Facebook gives players purpose to otherwise mundane tasks like training and interesting decisions to make like fighting camps and which moves to improve first. However, the fight portion of the game, like so many sports or action-based social games, fails to come off as even close as exciting to the source material. Even being able to choose which moves to employ during fights would have been enough for an engaging, skill-driven fight system. But what we get is a Facebook game backed by an enormous brand that, sadly, isn't terribly different than the rest.

WWE Fantasy Warfare advergame on Facebook is oddly entertaining

WWE Fantasy Warfare
I know, it's almost tough to read, but somehow THQ managed to create a mildly fun advergame. WWE Fantasy Warfare was created solely to generate buzz over the upcoming WWE All Stars video game, which releases for all major consoles March 29. But this amusing advergame lets you pit today's greatest wrestlers like John Cena against legends such as Hulk Hogan. After watching a brief video where each combatant gets to talk about how awesome their muscles they are, it's up to you to decide who would come out victorious.
Hulkamania
After that, both players will enter the ring in pre-rendered graphics akin to what you'd imagine them to look like on a console. As the fight continues, you'll be given the choice to choose who gets to perform a special move regardless of whom you voted for. (If you didn't go with Mr. Hulkmania, shame on you.) After the fight ends, special "Loot" will unlock for you like wallpapers, ringtones and discounts off WWE merchandise.

All in all, it simply felt exciting to watch Hulk Hogan beat down on John Cena with his signature moves I remember from my childhood. While this is certainly not a game, it's entertaining nonetheless. There are five fantasy videos and matches in total, all of which we expect to have as much energy as the first. But they will only unlock with more fans involved, so it's up to you to spread the news via News Feed posts if you want to see the other four match-ups. Not to mention some hilarious glimpses of 80s wrestling outfits (hint: not much has changed).

Thứ Sáu, 6 tháng 1, 2012

FarmVille Mac & Cheese Tree includes full Mastery, still cheesy

    Mac and Cheese Mastery
As part of the upcoming Stouffer's frozen foods promotion in FarmVille, the game received a new tree to grow, the Mac & Cheese Tree. It has a chance of being within Mystery Seedlings that Orchards provide, but can also be mastered for extra XP and coins. (And let's not forget about the precious Mastery Sign.)

Here's a breakdown of all three Mastery Tiers, their requirements and rewards:

    Mastery Level 1: 75 harvests / Rewards: 25 XP and 500 Farm Coins
    Mastery Level 2: 150 harvests / Rewards: 75 XP and 1,500 Farm Coins
    Mastery Level 3: 225 harvests / Rewards: 250 XP and 5,000 Farm Coins


While it may be a dumb-looking tree that barely fits in with the game, it might be in your best interest to master this one. Besides, Mac and Cheese is just plain delicious whether it's from a box or a tree, in this case.

[Source and Image Credit: FarmVille Freak]

Have you planted any Mac&Cheese trees yet in FarmVille? What do you think of this promotion overall?

Deep Realms on Facebook: Is this 'accessible' role-playing game still too deep?

If you take a look at the top 10 games on Facebook, one thing is certain. The types of games that lead the pack in social gaming are not necessarily designed for "gamers" -- people so devoted to this form of entertainment that they're willing to slap down hundreds of dollars for a supped-up PC or console designed specifically to play video games. Talk to avid Halo player or a World of Warcraft master about FarmVille, and you're likely to get the hand (as in, talk to the hand). Playdom, the company responsible for City of Wonder and Wild Ones, wants to change that with Deep Realms, a new 'accessible' role-player for Facebook that is a -- in creator Raph Koster's words -- a "game for gamers." The game begins with custom creating an avatar (male or female), choosing a character class and then setting off on an epic journey that starts on a farm and ends, well, you'll have to play it to find out.

Instead of a traditional video game, where you roam freely, exploration will be dictated by a series of tiles, and each tile your character travels to will require energy. Once the energy is used up, you can wait until it regenerates or you can spend real-life cash to buy an energy refill.

deep realm skill tree
Along the journey, your character will find loot, and run into randomly generated enemies and traps. As your hero progresses, s/he will level up which will unlock more skills, new missions and so forth. The game will also have a store, which you will be able to use your virtual coins to buy weapons and other power ups. Gifting will also be part of the game, and people will be able to send gifts that depend on their class.

What I like about Deep Realms is that -- while it seems very casual on its surface -- it still has traditional role-playing game elements designed to deliver a deeper game experience. Skill trees, for instance, are introduced in the game after level 5, allowing you to strategically map out your hero's abilities. There will be collection and crafting system, where you collect items to make, say, potions or other special items. You can organize raids with friends to take on powerful bosses (see the mummy in the pic below) and the game include a Player vs. Player (PvP) mode that will let you test your hero's skills and duel against other players. Koster, who also is Playdom's creative design VP, says they've also considered adding guilds for the game at some point in the future.

deep realms facebook playdom boss battles

If you're not already attune to the language of role-playing games, the list of features above may sound strange (and overwhelming), but Koster assures me that the game will ease players into these advanced maneuvers. He also says Deep Realms will be accessible for people who (like me) don't want to arrange real-time meet-ups with friends to beat a boss or otherwise progress in the game.

Look for the first few chapters of Deep Realms on Facebook near the end of March and followed by regular updates that will include additional chapters and side missions. Then we can judge how well this game maintains the precarious balance between being 'casual' enough for the Facebook gaming set, while deep enough for role-playing game aficionados.

Boxhead the Nightmare on Facebook: A bloody good time

Boxhead Nightmare
There's been a niche in Flash and casual gaming that has endured a litany of adaptations and interpretations on the legion of Flash gaming websites. It's called Boxhead and its designer, Sean Cooper, has brought his baby to the next frontier for Flash games, Facebook, with Boxhead the Nightmare. Far more action-driven than most social games, Boxhead the Nightmare, or "Boxhead" for short, is immediately reminiscent of games like Jackal released by Konami on the original NES in 1988. From an isometric perspective, you assume the role of a Boxhead whose mission is to fend off hordes of zombies, mummies, fire-breathing demons and more "Baddies." And it's not easy.

Especially when playing on a laptop with just a track pad. That limitation aside, Boxhead is one difficult game. Before diving into the battlefield, players can customize their character's appearance and weapons load out. The game only provides you with a few options to start like the weak, inaccurate pistol and the powerful Uzi. Yes, the guns in Boxhead have accuracy ratings--it can border on infuriating when you aim directly for an enemy with your mouse to see your shot whiz past its head.

Boxhead Customization
In fact, all of the weapons in the game have statistics attached, like accuracy and damage, that can be upgraded after certain amounts of play time. However, you also need to add friends to increase your weapons' stats, which is at least more appealing than requesting their help every few days. Of course, all of the weapons, defense structures like barricades, and their upgrades can be bought outright for Bollars, the game's paid currency.

With such intense menus, Boxhead could be described as complex. Though, that's right about where the complexity ends and the mindless, gory fun begins. Players control their Boxhead on the battlefield by moving with the arrow keys, aiming in all directions with the mouse and switching between weapons with the number keys. Making the blood splatter is as easy as clicking the mouse, and you'll be doing plenty of both.

Boxhead blood shed
In traditional Facebook games, you're always well aware of the task at hand. It's difficult to get lost in a game like FrontierVille when every action is driven by the next Goal or achievement. In Boxhead, there is only survival, hours and hours of survival. The hordes of undead and demons stop at nothing to destroy your small entrenchment. Well, except for leveling up, which allows you to reload and customize your weapons selection. And this is exactly the hook embedded in Boxhead.

For each of your weapons, you're only given one clip of ammunition for each wave of enemies. This forces players to aim, move, and shoot smart, though all of which can prove frustrating when trying to fend off hordes of flame-belching, horned devils. Yet you might feel just the right amount of frustration to be pressured to become stronger through, well, playing more. This is exactly Cooper's intention. When you see a squad of 50 some mummies approaching your encampment, explosions rock the ground and bullets and blood fly with not even a stutter, you'll want some more Boxhead the Nightmare.

FarmVille English Countryside screen stokes coal in the hype train

We're inching that much closer toward the English Countryside with a new FarmVille loading screen that teases the expansions' new features. Of course, Sheep breeding, faster mastery, new crops and items will be aplenty in this brand new FarmVille, but Zynga is leaving out what's most interesting: a story. Finally, FarmVille will follow at least a small plot, something that plenty of similar Facebook games could benefit from. I'm more excited to help fix Duke's airship, make cheese with Lily and dig up artifacts with that ragged little boy. It's exciting to think about how Zynga's story-writing and character development skills might have improved. You say "hype train," but I say "optimism."

[Source and Image Credit: FarmVille Freak]

Check out the rest of our FarmVille English Countryside coverage right here.

Are you any more excited about English Countryside? What part of the expansion are you most psyched or hopeful for?