Thursday, February 25, 2010

* Wars

(Continuing from last time)

The biggest part of Facebook games is resource management. Usually, the biggest resource is your own time (micro-management). This is because Facebook is looking for ad impressions, so every time you load a new page, they get revenue.

Still, most games place some limit on your activity. This is usually referred to as "Energy" or "Fuel" or some other stat. It recharges at a flat rate (often 1 point per four minutes). Usually there is a recharge benefit which you can send to your friends.

The * Wars games all have the following character attributes: attack, defense, energy, stamina, health. Stamina is energy for PvP.

Advancement is experience point based, with experience given for jobs (which consume energy). Each level you gain 5 points which can be spent into your attributes. Also, when you level up, your ablative attributes (health, energy, stamina) are recharged

There is a virtuous cycle here.

Energy -> jobs -> experience -> level up (energy refilled) -> spend on energy attribute

In Mafia Wars, there were several times I was able to level up multiple times in a row (especially when coupled with the daily free energy recharge). The experience cost per level grows linearly, and there is a bonus for the first time you "complete" a job (do the job a lot).

So where do the spreadsheets come in?
Not all jobs are created equal. Your spreadsheet should include Xp/Energy and $/energy (money is needed for equipment, which is used in PvP and in enabling new jobs, usually it is not a limiting factor). Some jobs also drop special equipment. You will need a spreadsheet to track what equipment you have and need, and which drops are best (some games have wikis, but it is good to have a local copy).

Most games also have a notion of "investment" (current cash goes into giving cash per time). You can make a spreadsheet detailing the various return rates, but I haven't seen a game where it wasn't easier to just get money through jobs (which you are doing for the xp anyway - that is, high xp/energy and $/energy usually go together).

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