| Here are a few critiques solely from the game & Facebook perspective: - You've got an iframe app and you have both horizontal and vertical scrollbars (on mac FF at least). Get rid of them, they drive people insane. - First time experience is pretty horrid. The "tutorial" is 20 click beast that goes through every aspect of the game at once. Make the game learning process a little more progressive. Don't let me do all 50 things at once. Give me one thing to do, and once I've done it, unlock another 2-3 things I can do. - User interface, as has been stated already, could use some re-work and some polish. That being said, my old app (Warbook) looks terrible and still got pretty big. - The virtual goods + advertising model is solid in this space right now. Ignore what other people are saying against it, you're pretty close to a great revenue model. Just remember - people buy virtual goods for two reasons: to "speed up" time and to gain social status. With all that said, I think the game concept is pretty novel. Hopefully other people find it fun. |
And how do they prevent people buying virtual goods from feeling as if they're "cheating"? Perhaps it's an old-style complaint, but virtual goods feel against the "purity of the game" -- imagine playing chess online and being able to drop $5 to get an extra move -- sure that "speeds up" time, but it also (to me at least) breaks the game... I'm not sure yet how to design compelling virtual goods that don't kill gameplay but yet remain compelling.
Fortunately, social status remains a powerful motivator, but it seems that for social status to work players have to feel invested in the community, else they won't care what the community thinks (and thus won't buy anything to increase social status).