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The grind in Farmville is different than most RPGs I'm familiar with--most RPGs require more and more experience for each level you gain in order to nudge the player towards taking on greater and greater challenges--you face diminishing returns for grinding unless you keep moving forward in the game. Farmville's grind appears to get progressively longer for the sake of getting longer. You can go up seven levels in your first day, two on your second, but before long you slow down to gaining a level or less a day. Farmville bestows ample amounts of beginner's luck on anyone who's just starting, but gradually puts the brakes on their pace of progress until going from level 23 to 27 will mean doubling all the experience you've earned up to that point. The rate at which you earn experience does gradually increase; provided that you have enough Farmville friends to allow expansion of your farm you'll start earning more XP a day due to that space. You can also trade coins for experience by buying buildings, but progress in the game is scaled to happen more and more slowly as you advance in it. Farmville is not even the first farming simulation game I've played: the Harvest Moon and Rune Factory games share many of the same conventions, while Farmville takes them in a slightly different direction. For the Harvest Moon games the limiting factor is most often time and dividing it up among all the things you want to accomplish over a real-time day, in Farmville the limiting resources are money and space, both of which can be purchased if you're willing to donate to the developer. The Harvest Moon games are designed to be played full-time so you have no downtime and can always be accomplishing something, Farmville is designed to draw you back in small doses scattered throughout the day. In Harvest Moon you plant crops and keep yourself busy while in-game days pass, in Farmville you plant crops and harvest them on a real-world schedule, crops come due in hours or days and you have a limited amount of time to harvest them before they rot. A FOX one day fell into a deep aion well and power leveling could buy wow gold find no means of yyqiang091207 escape. A Goat, overcome
wow power leveling with thirst, came to the same well, and seeing the Fox, inquired if the water was good. Concealing his sad
wow gold plight under a merry guise, the Fox indulged in a lavish praise of the water, saying it was excellent beyond measure, and
wow power leveling encouraging him to descend. The Goat, mindful only of his thirst, thoughtlessly jumped down, but just as he drank, the Fox informed him of the difficulty they were both in and suggested a scheme for their common escape. "If," said he, "you will place
aion gold your forefeet upon the wall and bend your head, I will run up your back and escape, and will help you out afterwards." The Goat readily assented and the Fox leaped upon his back. Steadying himself with the Goat's horns, he safely
wow power leveling reached the mouth of the well and made off as fast as he could. When the Goat upbraided him for breaking his promise, he turned around and cried out, "You foolish old fellow! If you had as many brains in your head as you have hairs in your beard, you would never have gone down before you had inspected the way up, nor have exposed yourself
aion power leveling to dangers from which you had no means of escape." Look before you leap. TWO MEN were traveling together, when a Bear suddenly met them on their path. One of them climbed up quickly into a tree and concealed himself in the branches. The other, seeing that he must be attacked, fell flat on the ground, and when the Bear came up and felt him with his snout, and smelt him all over, he held his
wow power leveling breath, and feigned the appearance of death as much as he could. The Bear soon left him, for it is said he will not touch a dead body. When he was quite gone, the other Traveler descended from the tree, and jocularly inquired of his friend what it was the Bear had whispered in his ear. "He gave me this advice," his companion replied. "Never travel with a friend who deserts you at the approach of danger." Misfortune tests the sincerity of friends. And the most significant difference is probably that in the Harvest Moon/Rune Factory games, investing in building up your farm and acquiring a fortune was a means to an end, the money and resources you acquired were funneled into secondary gameplay systems like wooing a wife, befriending your neighbors, or acquiring enough resources to fight your way through a dungeon. In Farmville, building a farm is the ultimate end-goal, and all the money you acquire is spent on decorations or the ability to arrange your farm for purely aesthetic purposes. The genius in how Farmville has succeed in getting so many people addicted comes down to how it handles commitments on a player's time: every time you play Farmville and plant a crop, you're making a commitment to come back during a 12 hour window or so to harvest your crop, or else you forfeit your investment. You can pick the size of your window to be anywhere from two hours to four days: that time period determines how long you have to wait until you can flip your crop and get your money back, as well as how long you have from harvest time to when it rots. And so Farmville fulfills the classic elements of addictive behavior: it rewards you for playing it by letting you have the sense of advancing in the game, particularly early on, it punishes you for going too long without playing, and it rewards you for coming back at predictable habit-forming intervals.
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