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Can someone (preferably someone with a background in psychology) tell me what makes a game like Petville (Facebook game) appealing?

I know there must be certain quantifiable factors that a game like this must be playing on to get its audience to continue coming back, but I would like to get a professional outlook if possible.

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I think this would be a great question on the game development stack exchange; if you agree commit to it here: area51.stackexchange.com/proposals/2825/… – Ricket Jul 8 '10 at 1:02
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There is a vote to close this? Seriously? How in the world is this subjective or argumentative? I'm asking for anyone with a knowledgeable background in psychology to help make it more systematic for me. I'm sincerely interested to know what mental markers are targeted in this type of game. (I want to know what in the world gets my wife to play it every day.) – Nekoyoubi Games Jul 8 '10 at 1:12
I can see why there's a vote to close this question. I agree with Ricket that this would work really well on the Game Development site, but may not be entirely appropriate here. You're asking about the design behind the game, not really about how to play it or strategy tips or anything. It's an interesting question, though. – Artemis Jul 8 '10 at 15:45

closed as off topic by kotekzot, Sean, bwarner, Michel, ChrisF Dec 27 '12 at 12:51

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2 Answers

up vote 4 down vote accepted

I don't play Petville, but it is another Zynga game. Zynga also created Farmville, the infamously "most popular" game on Facebook (which I also do not play) and CafeWorld (which I do play, despite myself). The idea behind Zynga's games, and, ironically, the stack sites, is leveling. You keep playing because you start to feel like you have to reach the next level. These games operate on our needs to complete tasks (no matter how meaningless they are) and be better than other people.

We ask and answer questions on the stack sites for completely arbitrary "reputation" and "badges". These are not physical things, and they have no monetary value. Yet, we all want them and work to get them.

Another aspect of Zynga games is time-delay. There's only so much you can do in a single sitting, so you keep coming back each day to complete the latter part of your task. In Cafe World, it's all about cooking. You start a dish cooking and have to come back later to serve it. If you wait too long, the dish will spoil and you lose all the potential experience and "coins" from your customers.

Zynga games also have no real skill requirements. If you can move and click a mouse, you can play. So, it's very easy to get started. The challenges of the games typically revolve around choosing actions that will reap the greatest yield based on when you can return to play again.

The infectious nature of Zynga games (and most Facebook games) is not really part of this question, but I will add that it's usually based on giving the players rewards for sending requests to all of their Facebook friends to participate in the game in some way as well.

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It's because of the Sunk Cost fallacy.

An interesting article about this:
http://youarenotsosmart.com/2011/03/25/the-sunk-cost-fallacy/

Excerpts:

The Misconception: You make rational decisions based on the future value of objects, investments and experiences.

The Truth: Your decisions are tainted by the emotional investments you accumulate, and the more you invest in something the harder it becomes to abandon it.
...

Studies by psychologists Daniel Kahneman and Amos Tversky going back to the 1970s show you don’t equate loss and gain. Loss is more powerful. When they had subjects gamble in the lab, they noticed people tended to demand the promise of a payoff of at least double what they risked before they agreed to the terms of the game. Loss, they reasoned, was gain times two.
...
When you lose something permanently, it hurts. The drive to mitigate this negative emotion leads to strange behaviors. Have you ever gone to see a movie only to realize within 15 minutes or so you are watching one of the worst films ever made, but you sat through it anyway? You didn’t want to waste the money, so you slid back in your chair and suffered. Maybe you once bought non-refundable tickets to a concert, and when the night arrived you felt sick, or tired, or hung over. Perhaps something more appealing was happening at the same time. You still went, even though you didn’t want to, in order to justify spending money you knew you could never get back. What about that time you made it back home with a bag of tacos, and after the first bite you suspected they might have been filled with salsa-infused dog food, but you ate them anyway not wanting to waste both money and food? If you’ve experienced a version of any of these, congratulations, you fell victim to the sunk cost fallacy.
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Sunk costs are a favorite subject of economists. Simply put, they are payments, investments or costs which can never be recovered. An android with fully functioning logic circuits would never make a decision which took sunk costs into account, but you would. As an emotional human, your aversion to loss often leads you right into the sunk cost fallacy.
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Farmville is a valuable tool for understanding your weakness in the face of loss. The sunk cost fallacy is the engine which keeps Farmville running, and the developers behind Farmville know this.
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This is the powerful force behind Farmville. Playing Farmville is a commitment to a virtual life form. Your neglect has consequences. If you don’t return, your investments die and you will feel like you wasted your time, money and effort. You must return, sometimes days later, to reap the reward of the time and virtual money you are spending now. If you don’t, not only do you not get rewarded, you lose your investments.

To stave off these feelings you can pay Farmville real-world money or participate in offers from their advertisers to negate the need to tend to certain things, reverse the death of crops and expand your farm ahead of schedule. You can also ask your friends to help, since the game has tendrils reaching deep into Facebook.

Although all these strategies will keep the fallacies at bay for a few days, they also feed them. The urge to stay the course and keep your farm flourishing gets more powerful the more you invest in it, the more you ask others for help, the more time you spend thinking about it. People set alarms to wake up in the middle of the night to keep their farm alive. You continue to play Farmville not to have fun, but to avoid negative emotions. It isn’t the crop you are harvesting, but your fallacies. You return and click to patch cracks in a dam holding back something icky in your mind – the sense you wasted something you can never get back.

To say Farmville has been successful is a silly sort of understatement. It has led to the creation of a whole new genre of entertainment. Hundreds of millions of dollars are being generated by social gaming, and like so many profitable businesses, someone is hedging their bets against a predicable weakness in your behavior in order to turn a profit.

Farmville players are mired in a pit of sunk costs. They can never get back the time or the money they’ve spent, but they keep playing to avoid feeling the pain of loss and the ugly sensation waste creates.

You may not play Farmville, but there is probably something similar in your life. It could be a degree you want to change, or a career you want to escape, or a relationship you know is rotten. You don’t return to it over and over again to create good experiences and pleasant memories but to hold back the negative emotions you expect to feel if you accept the loss of time, effort, money or whatever else you have invested.
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It is a noble and exclusively human proclivity, the desire to persevere, the will to stay the course – studies show lower animals and small children do not commit this fallacy. Wasps and worms, rats and raccoons, toddlers and tikes, they do not care how much they’ve invested or how much goes to waste. They can only see immediate losses and gains. As an adult human being, you have the gift of reflection and regret. You can predict a future place where you must admit your efforts were in vain, your losses permanent, and when you accept the truth it is going to hurt.

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