Talk:FarmVille

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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?