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red_leaf [2010-04-07 10:29] davegriffithsred_leaf [2010-04-07 10:41] davegriffiths
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 Zynga are not ignorant, they exist to make money. We do not have that restriction, so we can explore some of these issues more deeply: Zynga are not ignorant, they exist to make money. We do not have that restriction, so we can explore some of these issues more deeply:
  
-  * A cooperation model for players - collectivization, players share the means of production. 
   * Space is not an issue, you can roam freely.   * Space is not an issue, you can roam freely.
-  * Monoculture out - a simple, but complete model for nutrients in the soil, nitrogen fixers, permaculture layers - all based on [[fukuoka gardening]].+  * No monocultures - a simple, but complete model for nutrients in the soil, nitrogen fixers, permaculture layers - all based on [[fukuoka gardening]].
   * The use of native species of plants based on your physical location.   * The use of native species of plants based on your physical location.
   * Animals as part of the ecosystem (eg. deep ploughing avoided by introducing chickens)   * Animals as part of the ecosystem (eg. deep ploughing avoided by introducing chickens)
   * Animals have a full life cycle - we deal with the death issue.   * Animals have a full life cycle - we deal with the death issue.
-  * The whole thing could just be a dissemination strategy for more intelligent information about food production.+  * A cooperation model for players - collectivization, players share the means of production - where it exists. 
 +  * In this way, the idea of socialism needs to be explicitly obvious, in exactly the way that the capitalism in FarmVille (and most games containing an economy) is not dealt with explicitly at all.  
 +  * The whole thing could also just be a dissemination strategy for more intelligent information about food production.
  
 ======Current stupid version====== ======Current stupid version======
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   * Building big social games, a presentation on FarmVille by Amit Mahajan, short but informative [[http://www.slideshare.net/amittmahajan/building-big-social-games]]   * Building big social games, a presentation on FarmVille by Amit Mahajan, short but informative [[http://www.slideshare.net/amittmahajan/building-big-social-games]]
   * The real farmville project: [[http://www.facebook.com/group.php?v=info&ref=nf&gid=192831553631]]   * The real farmville project: [[http://www.facebook.com/group.php?v=info&ref=nf&gid=192831553631]]
- 
- 
-foam is a group of artists who think that science is great and food is greater 
  
 ======Work needed====== ======Work needed======
  
 Game design Game design
-  * Player collaboration - I have an idea where each player starts with one thing they need, and have to ask for help from people in their collective before they can start - ie. "Joe starts playing and has to borrow a spade from +  * Player collaboration - I have an idea where each player starts with one thing they need, and have to ask for help from people in their collective before they can start - ie. "Joe starts playing and has to borrow a spade from Phillis and some seeds from Frank to get started". This needs more fleshing out.
  
 Plants Plants
-  * +  * Description of the layers and functions for this game - could be a simplification of the [[plant guilds]]. 
-  * A plant for each layer function - each one needs frames representing growth through different stages, also for decaydisease.+  * Various plants for each layer function - need a lot. 
 +  * Each plant needs frames representing growth through different stages from seedling to full grown, also for decay and disease.
      
  
  • red_leaf.txt
  • Last modified: 2010-06-01 15:52
  • by davegriffiths