Talk:FarmVille
Main Patterns
Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worlds, Multiplayer Games (massively singleplayer sort of - need a new category?)
Possible others from old pattern list
Collecting Character Development?
Competence Areas - in a minor way
Construction - this one i think Constructive Play
Container Continuous Goals Creative Control
Delayed Reciprocity - important to the social networking, you need trust
Easter Eggs
Freedom of Choice - same way as the sims, many items
Gain Competence - unlocking new items Gain Ownership - buying or purchasing them
God Views God's Finger
Improved Abilities - added recently, the crop mastery thing
Investments
Perfect Information
Player Defined Goals
Progress Indicators
Reconfigurable Game World
Renewable Resources Resource Management - well sort of. there is money Resources
Score - sort of
The Show Must Go On
Social Rewards?