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Showing posts with label Money. Show all posts
Showing posts with label Money. Show all posts

Wednesday, October 16, 2013

GTA 5 Online: How to Earn Money Fast

Grand Theft Auto Online is about ranking up and earning cash. Follow these tips below to fill your pockets and establish yourself.

Making Dough for "Show"

Complete In-game Missions & Jobs

In-game missions are automatic jobs handed to you solo (or with other players). When you enter GTA Online, Lamar (from the single-player campaign) will help your character get set up. Completing these missions will earn you cash early on and help you purchase some much-needed elements. Be sure to check your phone for texts or calls and answer them. The key here is to stay busy and apply yourself.

Customer's Always Right

If you want to wrack up dough quickly, the absolute best way to earn money at the start is by robbing convenient stores. It's the quickest and usually the easiest way to accumulate a ton of currency. There are 18 stores in GTA Online, and they're all marked on your map. There's always a catch, though. Some stores require two players. In this case, get someone you can trust (a friend, girlfriend or your brother) and enter one. If you aren't aware of the other player's intentions, don't risk it; chances are they'll rob you.

Once you enter a store, equip your weapon and hold the cashier at gunpoint. At this moment, you must intimidate the cashier and convince him/her to give you the money. You will see an intimidation bar on the lower-right part of the screen – fill it to receive the money. A key recommendation is to have a headset plugged in, because yelling at cashiers works smoothly and draws less cops without gunfire. With the money gathered, you'll have one more task: escape the police.

Sell Cars

Want to make cash like a criminal? Steal ANY car, then bring it to a Los Santos Customs. Every vehicle has the option to sell from the custom menu. The price highly depends on the type of car and its condition, so make repairs before selling it.

Join Jobs

Perhaps you're in a quiet game with little going on. Well, if players are roaming around and doing nothing, try searching for another game – or better yet, host a job session. As noted before, each job or mission you complete grants you cash with free-spending.

Race, Fight & Make Bets

Along with jobs and missions, there are other ways to earn money. Check your in-game map for a variety of activities, such as land races, water races, team deathmatches and more. These all appear as blue icons and are easily marked. Each one can be physically entered via its blue "hub," or can be selected from your phone.

Additionally, you're capable of making bets prior to each match type. Think of it as a gambling game – if other players bet, there's a big pot of gold guaranteed for the winner (in first place). This is of course risky business, so unless you're feeling lucky or have a ton of dough to throw around, feel free to chance it. Bets can be made in multiples of a hundred, so you can always play it safe.

Be Friendly, Be Mindful

If you're a good player, you'll earn rewards from time to time. In other words, don't go around shooting everyone and acting like you own the map. Being a good sport can grant you effortless cash and make you more likeable. Although it's a small amount, money will automatically be placed into your bank account. It never hurts to make friends; work together and live richer.

Be Greedy & Tick People Off

Contradicting the tip above, you can be one of those greedy players everyone hates. It's rather simple: chase a player and then gun them down or run them over. Each time a player dies, they drop money (near their corpse). Although this seems exciting, the unimpressive rewards usually result in bad rep with a warrant on your head.

Create a Clan

We've mentioned this numerous times already: Trust is a very important factor in GTA Online. Trustful people produce crews (clans) and tackle jobs together. Many missions or goals can only be met with more than one player, and it's always a good idea to have a faithful player to watch your back. For additional coverage, visit www.rockstargames.com/socialclub and meet new people.

Share Money

GTA Online also gives you an opportunity to share money with other players. This can be done within your group or given to other people in the game; access the share option in the Interactive Menu. The cash comes from your bank account or from a last job. Generosity can help boost your good deeds and improve your rep. Again, this is your choice. That said, the chances of a random player returning the favor are pretty slim.

Bank Money vs. Cash Money

Two cash amounts are displayed on-screen when viewing your earnings: "Bank" and "Cash." Your Bank money is your currency within your account. In a nutshell, it's the money you have locked in your account and is untouchable from other players. You can withdraw, deposit or view your transactions at ATMs. You can find ATMs usually in front of stores or diners. More effectively, spot the closest ATMs in the Interaction Menu (hold Select) and pick "ATM" under "Quick GPS." Doing so will place a route on your map. Make sure nobody's around – you don't want to get robbed. Cash is actual dough you have in your pocket. If you haven't guessed, it's not a great idea to walk around like a snob and wave your money around unless you want to become an easy target. If you complete a job, store most of it and keep a decent amount if needed for spending.

You can access your bank account via your phone's Internet as well to avoid the hassle of traveling to an ATM.

For more GTA 5 tips, visit Prima's free guide.


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Posted by Hao at Wednesday, October 16, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Money, Online

Monday, July 2, 2012

Social games news roundup: Turkey’s worth lots of money, Tencent buys into Epic Games and Wooga moves away from HTML5

Turkish game market likely worth $450 million — Research and analysis group Newzoo claims consumer spending on video games in Turkey will reach somewhere between $400 million and $500 million. It’s expected that social and massively multiplayer online games will be responsible for approximately 30 percent of this total.

Tencent buys into Epic Games —  Develop is reporting Chinese Internet services giant Tencent has bought a minority stake in Epic Games, the developer known for series like Gears of War and Infinity Blade. Details of the deal were not released.

Wooga moves away from HTML5 development — Social game developer wooga announced on its official blog that it’s moving away from developing games in HTML5. Wooga launched Magic Land Island as an HTML5 experiment, but wooga says the game had fewer than 35,000 installs a day and only a 5 percent retention rate. Wooga also says that Magic Land Island has been re-branded as Pocket Island and is open sourcing the code.

GnomeTown arrives on iOS [Launch] — Disney Social Games’s popular Facebook title GnomeTown is now available on the Apple App Store. The mobile version of Gnome Town is like the original, with players growing crops, raising butterflies, and assembling an army of animals to help them explore the forest.

Unity details new engine — Unity’s finally ready to start sharing some details about its new game development engine. Aside from mobile-oriented improvements for the engine like real-time shadows, refined GPU profiling and skinned mesh instancing, the engine will also expand multiplatform publishing with an add-on for Adobe Flash Player.

Merlin game getting summoned to Facebook this fall — Popular BBC show Merlin is coming to Facebook as a social game. Merlin The Game will be developed by Bossa Studios, the company behind Monstermind. The game will launch this autumn to coincide with the start of the show’s fifth season and will start closed beta this summer at Comic-Con International in July.

A Bit Lucky reveals Solstice Arena — Developer A Bit Lucky’s next game is going to be called Solstice Arena, a multiplayer game for tablet, Mac and PC. Although the game has an official site and players can sign up to be a part of the beta, no other information has been revealed yet.

IGG releases another 3D MMORPG on Facebook [Launch] — A week after launching Moonlight Online, IGG has another 3D MMO coming out on Facebook: Age of Titans. Set in a fantasy world, players work with ancient gods to defeat the evil Titan Erebus. As with Moonlight Online, the game is currently only playable on Windows computers, but a Flash version of the game is coming within a couple of months.

‘The Dark Knight Rises’ gets Facebook game [Launch] — With “The Dark Knight Rises” hitting theaters next month, Warner Bros. is starting to kick the film’s social media engine into high gear. A tie-in game called The Fire Rises was supposed to launch on Facebook this week, though the title isn’t loading right now. Movie Viral reports The Fire Rises is a strategy game casting players as henchman trying to build their own criminal empire.

Da Vinci Diamonds comes to DoubleDown Casino — High 5 Games is gearing up to launch its own casino game later this year, but the developer is letting players get an idea of what to expect by launching slot game Da Vinci Diamonds in DoubleDown Casino.

Woman steals $10,000 to play Facebook game — A woman in Arlington, WA was arrested for using a company credit card to spend almost $10,000 while playing FrontierVille. She’s charged with first-degree theft.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Monday, July 02, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: games, HTML5, Money, moves, Roundup, social, Tencent, Turkeys, Wooga, worth

Sunday, May 6, 2012

What social games can learn from real money gaming

Last week’s Global iGaming Summit and Expo in San Francisco raised a lot of questions about the future convergence between social games and real money gaming. Though many agree — and are banking on the fact — that there will be convergence, it’s not clear if we’re going to see that in 2012 or at a much later date.

There are three points where we see friction between social games and real money gaming. The first is simple: players that play games on social networks are fundamentally different from those that play for real money. A social games player wants to feel a sense of progress (e.g. levels, high scores, etc.) and perhaps community whereas a real money player wants to win money and possibly renown, as gambling culture in the West glamorizes high stakes players. Each audience has different needs and meeting those of one could alienate the other. For example, a social game might adjust its difficulty level to keep a game engaging to a less skilled player — like an arcade game where the puzzle changes if a user fails a level a certain number of times. A real-money casino game would never adjust the odds of a game no matter how bad a player’s losing (or winning) streak is, not only because it would unbalance the game but because it would illegal in regulated markets.

That’s a second friction point in convergence — regulation. Social game developers are not used to the extremely regulated real-money gambling market and would need to hire additional personnel just to ensure compliance in various global markets where real money gambling is legal. They also have to pay licensing fees to operate in most regions, which can prove prohibitively expensive for smaller developers. These realities could delay or prevent Facebook from introducing real-money gambling to its games platform — because it, too, would need to ensure compliance. Even if the U.S. made real-money gambling legal across all states (instead of only recently allowing each state to make its own law on the matter), it could take another two years before Facebook would be ready to allow it.

The third point is pure cost-benefit analysis. Nobody seems to know exactly what a social game is worth to an online gambling or land-based casino company. Caesars Entertainment spent $90 million on Slotomania developer Playtika while IGT spent $500 million on DoubleDown Interactive — and Slotomania was the larger game. Sure, casino games on Facebook see higher engagement and average revenue per user than farm or simulation games. And yes, online gambling sites see higher levels of conversion (70 to 80 percent conversion compared to social and mobile games’ 2 to 3 percent) and revenues even than social games. However, slapping a poker game onto Facebook with a virtual goods model in place of a real money one won’t necessarily generate revenues worth an online gambling game developer’s time — and it’d be less than a drop in a bucket for land-based casinos. Similarly, cribbing social game mechanics from Zynga poker for an online poker site won’t bring in a significant number of new users to those games because people mainly go to online gambling games to gamble, not to buy virtual goods.

The only real point of convergence social and gambling games can hope for in 2012 is reducing cost per acquisition. Online gambling sites pay as much as $215 compared to a social game developer’s $1 to $5 on Facebook and their funnels span TV and radio ads in addition to paying for search engine optimized terms on Google and other display ads. Again, part of that is in regulation — there are laws and company policies about where ads can be placed for online gambling sites. But a larger part is in trying to attract the type of player that wants to play for real money — as opposed to on Facebook, where most games are designed with the broadest possible audience in mind.

We spoke with two CEOs of online gambling sites — Malcolm Graham of poker site PKR and Simon Burridge of Virgin Games — that both named viral mechanics and “the psychology” of social games as key places where real-money games could reduce CPA. Most online gambling sites don’t have well-developed sharing or invite mechanics for players to interact with one another beyond individual games. Online bingo may have chat functionality, but that’s only a small fraction of what a social game can do to keep its players engaged with one another, and therefore more engaged with the game. Beyond even that, social games have ways of making players want to spend on an emotional level; they’ll pay for virtual goods not just because the items are pretty or because they need more chips, but because they have formed an emotional connection between paying real money and increased enjoyment.

On the flip side of that, there are things online gambling and land-based casino companies can teach social game developers. Graham and Burridge both spoke to the strength of data analysis within their companies, all of which is done in-house rather than outsourced to a metrics platform provider. By interpreting player data effectively — down to the individual level — PKR and Virgin Games can identify and focus positive attention on those players most likely to convert instead of just sitting back and waiting for a whale player to show up. Developers can also use that data to craft loyalty programs around player behavior patterns, making players feel like they should stay with one site to keep building a reputation and earning loyalty points versus going to some other site where they’d have to start all over.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Sunday, May 06, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: games, Gaming, Learn, Money, social

Tuesday, March 6, 2012

Pioneer Trail Horseshoe Tree: Double your money in a year

Apparently, the Money Tree (and Money Bush) in FarmVille brought in quite a bit of money for Zynga, as the company has released a similar feature in Pioneer Trail in the form of the Horseshoe Tree. This Horseshoe Tree is incredibly expensive, but it's also an investment. That is, if you invest the large sum of Horseshoes now, you're guaranteed to receive double your original investment over one year's time, provided that you actively play at least one day a week throughout the next 52 weeks.

To be specific, the Horseshoe Tree can be purchased for 520 Horseshoes. If you purchase Horseshoes for 50% off (a typical sale price in the game), that's still around $30 of real world money for this single tree. However, once you purchase it, you can harvest it once per week to receive 20 Horseshoes with each harvest. This lasts for 52 weeks, or a complete year, meaning that you're eligible to receive 1,040 Horseshoes in total once all is said and done.

There's no saying how long this tree will be available to purchase, so if you're at all interested in this investment deal, make sure to login to your Homestead quickly to take advantage of it. Who knows? If a lot of players snag this deal, perhaps we'll see an additional Horseshoe-doubling feature released in the future, really allowing you to double your money for being loyal to the game. We'll make sure to let you know if that ends up being the case.

[Image Credit: Zynga]

Will you purchase a Horseshoe Tree for your Homestead in Pioneer Trail, or will you simply purchase Horseshoes whenever you need them the old fashioned way? Sound off in the comments.

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Posted by Hao at Tuesday, March 06, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Double, Horseshoe, Money, Pioneer, Trail

Thursday, February 23, 2012

Here’s why Amazon gets all my money and more

I’ve stopped buying books in physical format (can make exception on Terry Pratchett). I only buy books in digital format. And Amazon is doing superb job. Here’s my reason for buying kindle books only from them:

I really like Kindle app. It’s hassle free. I can get samples to ipod or ipad or to my computer and sync between devices. I can buy stuff for ipad, read it in ipod and check library in PC. It’s just super cool. Kindle app user interface is good. Has everything I need and more. I don’t need night lamp anymore. Ipod touch is great device with proper backlight, so night time I read my kindle books using this tiny device. It’s convenient. The catalogue is huge: I can get the book I want in 76% of the cases. I do wish people would transform their old books to kindle formats, and have sent authors info on this. Maybe one day I get 100% of the books via kindle store. Ok prices. Sure, the prices could be always lower than paperback versions, which is bit like slapping my face… but I don’t complain. It’s not that big price difference anyway. Convenience is what matters me most. My bookshelf is always with me, even when I’m offline. (As long as I have battery left…) My digital book library takes heckofa less space than my physical lib. I don’t know if there’s DRM. For once, I’m happy to be a customer who can buy stuff without hassling with visible DRM. For example, if Amazon goes down (it doesn’t, just stating an example), I can still access my books. If my network connection goes down, I can access my books.

I simply don’t have any reason not to buy physical books (except for Terry Pratchett, since there’s no kindle digital Finnish version available – and for the fact that the hardcover versions look good on my house, they are decoration too) and thus I’m buying only Kindle books.

They have made pretty close to everything right (small thing with the book prices that should be lower for digital versions compared to physical and second minor thing is that I’d like to fetch & download book samples via kindle app), and totally got my money.

Also, I’ve spent more money on books than ever before (I’ve been a regular book buyer always), for your information. That means not only they get all the money I spend in books… but they’ve actually managed to increase the amount of stuff I spend on books.

The bottom line is that… I feel like I’m treated as a respected customer. I get stuff the way I like in nice format with decent price.

That makes it easy to buy stuff from them.

There’s plenty of lessons here for other industries as well.

This entry was posted on Saturday, February 18th, 2012 at 8:40 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.


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Posted by Hao at Thursday, February 23, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Amazon, Heres, Money

Friday, October 7, 2011

The Sims Social maker EA wants you ... to make it lots of ad money

Pop-up adsAnd unfortunately, it doesn't sound like you'll have much of a choice. EA, co-creator of Playfish's The Sims Social on Facebook (and arch nemesis to Zynga at this point), has announced EA Legend.

This is the company's new platform to provide marketers and advertisers with "campaign and audience insights across mobile, social, online and console games reaching over 300 million people worldwide," a release reads.

In other words, you're more valuable to EA than you might already know. The publisher wants to use the information you provide them inadvertently through gameplay to rope in ad and marketing deals not just through its Facebook games but all of its games. More specifically, EA said it can provide advertisers with (prepare for buzzword overload):

Key cross-platform campaign performance indicators such as impressions, clicks, unduplicated reach, demographic profiles, social media buzz, and ROI metrics.

Segmented audience insights based on demographic, psychographic, and social data.

Ability to drill down into the factors that impact campaign effectiveness including audience engagement, audience segmentation and type of creative all measured over time.

EA LegendWhat's that again--psychographic data? This may all sound like something out of "1984," but it's nothing new. If you think other game creators don't do this type of stuff, then here's your wake-up call. We won't know exactly what information about us EA will provide to advertisers through Legend until it makes advertisers see green at this year's Advertising Week event in New York City on Oct. 4. And if EA keeps using words like psychographic, we may never know.

[Via All Facebook]

What do you think about this new EA Legend program? Do you think it's something worth worrying about, or is this just business as usual? Sound off in the comments. Add Comment.

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Posted by Hao at Friday, October 07, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: maker, Money, social, Wants

Thursday, September 8, 2011

The Accidental Billionaires: The Founding of Facebook: A Tale of Sex, Money, Genius and Betrayal

Amazon Exclusive: Kevin Spacey on The Accidental Billionaires

Kevin Spaceyâ??s films include Superman Returns, Beyond the Sea, The Usual Suspects, American Beauty, Swimming with Sharks, Seven, L.A. Confidential, Glengarry Glen Ross, The Negotiator, Hurlyburly, K-Pax, and The Shipping News. He will next be seen in Men Who Stare at Goats opposite George Clooney, Ewan McGregor, and Jeff Bridges, as well as Nick Moranâ??s film Telstar opposite Colm Oâ??Neil and Pam Ferris. Read his exclusive Amazon guest review of The Accidental Billionaires:

I first met Ben Mezrich when I produced and starred in 21, the film adaptation of his great bestseller Bringing Down the House. Ben has a gift for finding high-energy, strange-but-true tales and The Accidental Billionaires is no exception.

You may think you know the story of the Facebook phenomenon, but you havenâ??t heard the whole story and never like this. Recreating the unbelievable rise of the world's biggest social networkâ??not to mention the planet's youngest billionaire, Mark Zuckerbergâ??Ben tells a captivating story of betrayal, vast amounts of cash, and two friends who revolutionized the way humans connect to one anotherâ??only to have an enormous falling out and never speak again.

Eduardo Saverin and Mark Zuckerberg were two geeky, socially awkward Harvard undergrads who wanted nothing more than to be cool. While Eduardo chose the more straightforward path of trying to gain acceptance into one of the school's ultra-posh, semi-secret Final Clubs, Mark used his computer skills by hacking into Harvard's computers, pulling up all the pictures of every girl on campus to create a sort of "hot-or-not" site exclusive to Harvard. Though the prank nearly got Mark kicked out of college, he and Eduardo realized that they were on to something big. Thus, the initial concept of Facebook was born; what happened next, however, was right out of a Hollywood thriller.

The Accidental Billionaires is the perfect pairing of author and subject. It's pure summer funâ??a juicy, fast-paced, unputdownable Mezrich tale that adds to his canon of lad lit. And Hollywood has come calling again: I'm currently working with Dana Brunetti, Scott Rudin, Mike Deluca, and Aaron Sorkin on the movie adaptation of The Accidental Billionaires. If the book is any indication, the film is going to be a must see.â??Kevin Spacey

Price: $15.95


Click here to buy from Amazon

Posted by Hao at Thursday, September 08, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Accidental, Betrayal, Billionaires, Facebook, Founding, Genius, Money

Sunday, September 4, 2011

Cafe World Money Guide – The Cafe World On Facebook Money Making Guide

Are you looking to make lots of money in Cafe World on Facebook? Well if you want to make millions of coins for your cafe, you have to keep in mind 2 things:

- What food items to cook
- How to maintain your Buzz Rating

Make Lots Of Money Quickly By Knowing What Food Items To Cook

Knowing what food items to invest in to cook for your customers is an important part of your money making process. To maximize your earnings from your food, you must only choose the food items that will give you the best return on your investment.

Lets use the Bacon Cheeseburger as an example on how to calculate return on investment. We know that the burger takes 5 minutes to cook, serves 13 people and costs 15 coins to purchase ingredients and sells at the total price of 52 coins. You then use these numbers and take (52-15)/15 = 2.46 or 246%. From this information, you can compare and contrast with other food items know what foods will offer the best return on investment.

Make Lots Of Money By Maintaining Your Buzz Rating

You may not think that maintaining a high Buzz Rating is important for making coins, but your ratings actually directly affect how much money your cafe makes. The higher your Buzz Rating, the more people enter your restaurant, thus the higher your earning potential. This is why maintaining a high rating for your cafe is very important.

To maintain a good Buzz Rating:

- Create an efficient layout so that you servers can get to each table quickly
- Place dividers between the customers path from the door to their table to allow more time for your servers to run food and clear tables

The higher your Buzz Rating, the more customers will enter your cafe, so remember to always keep your customers happy.

Knowing exactly what food items will give you the best return on your investment combined with the perfect cafe layout will make you a Cafe World millionaire. But how do you know which food items are the best to cook and how do you create the perfect layout to maintain your Buzz rating?

Know Exactly What Foods To Cook And How To Create The Perfect Layout With The Cafe World Secrets Guide
To know exactly what foods offer the best return and how to create the perfect layout for maximum efficiency requires a lot of thought and research. If you do not want to spend hours on research and just want to learn how to make millions of coins now, it is highly recommended to get the Cafe World Secrets Guide.

This guide is made from all the best kept secrets that only the pros use to make millions of coins. Within the Cafe World Secrets Guide, you will learn exactly how to create your own system to generate millions of coins for your cafe quickly and easy through step-by-step instructions and detailed screenshots.


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Posted by Hao at Sunday, September 04, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Facebook, Guide, making, Money, World

Wednesday, August 31, 2011

Cheats To Get Money On Pet Society | Get FREE Unlimited Money

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Posted by Hao at Wednesday, August 31, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Cheats, Money, Society, Unlimited

Thursday, August 11, 2011

Only in FarmVille would money start growing on trees; Coin Tree found

Money TreeLeave it to Zynga to take a cliche and turn it into the real deal ... sort of. Several players have noticed that, in the FarmVille Mastery Charts for trees, a Coin Tree has appeared around the fourth page. The tree, of course, will have Mastery ratings when released.

So far, we know that its first tier of Mastery will take 75 harvests to reach, but its Level 2 form is currently not listed. (The logical progression would be a Farm Cash Tree, no? Keep dreaming.)

The tree is not available on the Market yet. But there's one thing that's bugging us: Trees already provide Coins when harvested, so what will make this one so special? Will it provide more coins than normal trees? That's the only possibility we can imagine at the moment.

Coin Tree MasteryThat being said, our wild speculation for the day (so far) is that this tree will either be a reward for one seriously challenging Goal or be put on sale for Farm Cash. Call us cynical, but our bet is on the latter--prove us wrong, Zynga.

[Via FarmVille Freak]

Have you seen the Coin Tree in your Mastery chart? When and how do you hope this tree will be released, and what will that Level 2 tree be? Sound off in the comments. Add Comment.

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Posted by Hao at Thursday, August 11, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: FarmVille, found, Growing, Money, start, Trees, would

Monday, August 1, 2011

Do you spend money on browser games?

Why? Why not?

This entry was posted on Thursday, July 21st, 2011 at 4:33 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.


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Posted by Hao at Monday, August 01, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Browser, games, Money, Spend

Sunday, July 31, 2011

Facebook Pet Society Cheats Money | Get Money for FREE at Our Site

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Labels: Cheats, Facebook, Money, Society

Thursday, June 23, 2011

Mafia Wars Cheater - Money In Mafia Wars

Money is one of the most difficult things to have in Mafia Wars. This is mainly the reason why more and more players are looking for cheat codes that will help them earn money in Mafia Wars. And there are some who ask if there are really cheat codes for earning more money in this popular online game.

Click Here For Mafia Wars Cheater Instant Access Now!

If you have been looking for sneaky cheat codes that will help you get loads and loads of money in Mafia Wars, then you will just end up frustrated. There is no cheat code for earning money in this game that you can simply enter into the system. You should remember that Mafia Wars is a server-based game and so, cheat codes will simply not work in this system.

However, there is a way for you to earn more money in this game so you can advance to higher levels with ease. These tips will help you make lots of Mafia Wars money in the shortest time possible ' without the use of any cheat code. You must first start small and do jobs in the beginner's level. In this manner, you can be rewarded with cash that will enable you to buy the needed weapons so you can perform more profitable jobs.

You will also need to invest on money-making properties, like Mafia Mike's bar. This is a great piece of property to own, especially when you are just starting out in this game.

As you progress through the higher levels of this game, you will come to realize that earning money in Mafia Wars is not all too difficult at all. You just need to learn a few proven tips and strategies and you will no longer need to scour the internet high and low for cheat codes that do no exist.

Click Here For Mafia Wars Cheater Instant Access Now!


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Posted by Hao at Thursday, June 23, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Cheater, Mafia, Money

Monday, June 20, 2011

Cheats For Money On Pet Society | Get FREE Coins and Paw Points

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Labels: Cheats, coins, Money, Points, Society

Tuesday, May 10, 2011

A Guide To Making Money On Farmville Level Up Fast And Be The Richest Farmer

FarmVille is a great place to go to escape the rigors of everyday life. You can get back to nature and enjoy the peace and tranquility that comes from working on the land. However, not everything in FarmVille is an escape from the ordinary. You still need money for just about everything you do. You have to buy the seeds to plant, and you'll even have to pay a small sum for each plot of land you plow.

These costs are easily managed of course because you're harvesting and selling your crops for more than it cost to plant them. There are a lot of other items you can buy in the FarmVille market to decorate and build up your farm, and you won't be able to get these without some significant sums of cash. Buying these items will also get you some much needed experience points to help you advance to the next level, so you'll have to find a way to make sure you have enough money for all the discretionary items you want to buy.

Earnings Per Hour

Because you'll be needing your coins for so much in FarmVille, you need to maximize the earning potential of your farm. The best way to do this is to figure out which crops pay out the most coins per hour. For example, strawberries sell for 35 coins per plot of land harvested and they take 4 hours to grow. Pumpkins, on the other hand, take 8 hours to grow and sell for 68 coins per plot of land harvested.

That means, for the same acreage planted, you'll earn 8.75 coins per hour by planting strawberries, while the pumpkins will only get you 8.5 coins per hour. This may seem like a small difference, but these small amounts can add up fast. Of course, you won't be getting your money's worth unless you can harvest the crops as soon as they're ready and immediately replant on that land.

A Quick Turnaround

If you're not going to be able to get back to your farm for 8 hours, you're much better off planting the pumpkins. The longer you leave a crop after it's done maturing, the less you'll be getting per hour once you harvest it. You can only make money fast on crops that mature quickly if you're going to be able to harvest and replant as soon as they're ready for sale. Make sure you take these details into consideration when you're selecting your seeds at the Market, and you'll be seeing your bank account swelling in no time.

Check Out FARMVILLE SECRETS And Build That Dream Farm


View the original article here

Posted by Hao at Tuesday, May 10, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Farmer, FarmVille, Guide, Level, making, Money, Richest

Saturday, April 23, 2011

Do you Fancy More Money In Farmville? This is How to Make the Most Riches in The FarmVille Game

FarmVille is a cool place to go to get away from the rigors of day by day life. You can get back to natural world and have the benefit of the peace and quiet that comes from working on the land. But, not everything in FarmVille is an run away from the ordinary. You still need cash for just nearly all you do. You need to pay money for the seeds to plant, and you'll even have to pay a small sum for every plot of land you plow.

These expenses are easily managed of course since  you're harvesting and selling your crops for more than it cost to plant them. There are a lot of other objects you can buy in the FarmVille marketplace to beautify and build up your farm, and you can not be capable to get these without some significant sums of cash. Purchasing these stuff will also get you some much wanted  experience points to aid you progress to the next level, so you will have to find a way to make sure you have an adequate amount of wealth for all the optional items you want to acquire.


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Posted by Hao at Saturday, April 23, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Fancy, FarmVille, Money, Riches

Saturday, April 2, 2011

Why core gamers hate social gamers: Is it all about the money?

by Joe Osborne, Posted Mar 28th 2011 5:35PM

HateradeIsn't it always about the Benji's? GamesBrief seems to think so in its short and sweet estimation of why exactly core gamers--i.e. those who wouldn't dare put the controller down for FarmVille--hate social gamers. First of all, the post draws a line between what a core and a casual audience is, while doing the same for core and casual gamers.

According to GamesBrief, 90 percent of "core gamers" don't even finish the games they buy, which cost $40 on average, while the dedicated 10 percent reaps the benefits. How, do you say? "In the core games market, the casual or non-dedicated player subsidizes the gaming enjoyment of the core gamer," GamesBrief says. In other words, traditional games would be nothing without the majority that wastes money on games they'll never finish, thus funding future releases for dedicated fans to play.

However, because social games are free to play, 90 percent of players will never pay to play though virtual goods purchases. This is because they don't have to--the remaining 10 percent that is willing to pay is what keeps companies like Zynga afloat. In short, it's the paying minority that allows social games to support casual audiences who will never pay a dime. So, what does this leave us with?

"So what we are seeing in the social games market is that the players who love the game are actually paying for the amount of enjoyment they are getting; in the core market, the people who getting lots of enjoyment are doing so at the expense of others," GamesBrief says. So, the bitterness that core gamers feel for social gamers stems from fear that more casual gamers will give up on spending $40 or more for games they'll never finish in favor of free, Facebook games. Whether this is subconscious or exactly what publishers like EA or Activision discuss in board room meetings (or entirely false) is unknown. Regardless, the song still remains: Haters gon' hate.

Do you think this is real reason why core gamers hate on social gamers? Are hardcore games in danger for this very reason? Sound off in the comments. Add Comment.
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Tags: Activision, audience, audiences, casual gamer, casual games, core game, ea, Electronic-Arts, facebook games, farmville, gamesbrief, hardcore gamer, hardcore-casual, hardcore-vs-casual, hate, haterade, social games, zynga


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Posted by Hao at Saturday, April 02, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: about, gamers, Money, social

Thursday, March 31, 2011

Interview: Brenda Brathwaite on Loot Drop — Finding Love and Money in Social Gaming

Loot Drop

Loot Drop is a newly-formed social game development studio featuring five heavy-hitters from the console and classic computer game industry. Of these veterans — John Romero, Brenda Brathwaite, Tom Hall, Rob Sirotek, and Laralyn McWilliams — only two represent the core demographic that social games cater towards: 46-year-old McWilliams and 44-year-old Brathwaite. We picked Brathwaite’s brains about the social games industry as well as her work on Ravenwood Fair while still at LOLapps with Romero and discovered some of what the social games industry has to teach video game developers and vice-versa.

Brenda

“Put fun first,” she tells us. “You can market the hell out of a sh**** game. But if you focus on fun and make a great experience for the players, it will be profitable.”

That seems to be the idea many social game developers adopted in the last 12 months as they staffed up with video game developers. But while Brian Reynolds worked out well for Zynga with FrontierVille and John Yoo did even better by CityVille, not all of them hit the ground running. For example, renowned developer Sid Meier’s first Facebook game, Civilization World, has been in development for over a year, which is an eternity in Facebook time — and it has yet to launch publicly.

“The less money that we have to spend on the development of these games, the more risks we can take on the development of them,” Brathwaite says. “It’s the time that’s the challenge. The first [developers] you see jumping over are those of us from the 80s. We’re used to short dev cycles.”

ETA: Brathwaite clarified in a follow-up email, “What I mean here is that we have more freedom to try new things because we’re not risking $25 million in development. So, we don’t need to be as formulaic.”

Development cycles are only one of the many old habits video game developers struggle to adapt or break as they move into social games. The graphics arms race, Brathwaite says, is one of the bigger ones that needs to be left at the door.

“There’s not a graphic arms race here,” Brathwaite says. “There’s an art quality arms race, but nobody is racing to bigger, better, more polygons. People are playing these games on their lunch break at office computers with no administrative access. That means don’t give me stupid plugins. That means not radically reinventing the wheel.”

Even if a developer could rework the current layout of a social game so that the friends tray didn’t appear on the bottom of the screen at all times, Brathwaite says it’d be a mistake to do so because social gamers have a mental model of how their games are supposed to look.

“Change needs to happen in very small increments,” she says, “so that people don’t show up to your game and go ‘Ew’.”

A much bigger adjustment video game developers need to make is monetization. Many developers are familiar with microtransactions, but, Brathwaite says, many of them don’t know how to build it into the core game experience.

“They put monetization where it’s not the strongest,” Brathwaite says. “They’ll charge for premium [decorations], when there are better ways to do that — like paying money for time.”

Another monetization mistake traditional game developer make is modeling other Facebook games’ methods without considering whether it works with their own game. Many traditional game developers default to Zynga’s coins-and-bucks model without answering the key question, “How can I monetize my game without sacrificing fun?”

“It’s a really difficult question with a really obvious answer,” Brathwaite says, “but the answer isn’t in words, it’s in feel. And I don’t know how to communicate the feel. You want the game to be fun, and there are classic monetization hooks. Like you want bigger, better, faster, more, you pay me for bigger, better, faster, more. But how do you integrate that without sacrificing the fun?”

Brathwaite explains Loot Drop’s approach to monetization with a metaphor: A lone mariachi playing a song on one side of the street and someone asking for money on the opposite side of the street. She’d stop and pay the mariachi money, maybe even pay him to hear another without him ever asking her for anything because she appreciates the experience. But she wouldn’t feel good about giving money to the beggar on the other side of the same street.

“We’re going for the mariachi’s side of the street,” she says. “We don’t want you to feel there’s a panhandler begging you for money in the middle of the game.”

We wonder what other video game habits or ideas will migrate to social games via developers. We’ve already seen the growth in past years of the publisher-developer model with companies like 6waves offering themselves to developers as a distribution and monetization service. Loot Drop is signed with RockYou to publish their first game when it launches this summer.

“If you’re developing a social game now, you’re going to go to a publisher to get your game out there,” Brathwaite says. “But the traditional [publisher-developer] model hasn’t fully come over yet. A lot of it right now is big developer, in-house development, work-for-hire.”

Some traditional game developers may balk at the idea of publisher-developer relationships on Facebook because the model could leave developers with the short end of the stick in the console market. But Brathwaite says what went wrong with the model in console games market probably won’t happen in social games because there’s not a massive recoupment of costs for publishers and developers to worry about.

“In this case, it’s much more work-for-hire,” she says. “In most cases in the social game space [that I know of] the work-for-hire is not an earnout.”

Another traditional games industry trait that’s making the move is the design-led developer team. Not many games in the console space use this model, but the ones that do tend to have smaller, intimate teams with a single designer serving as the game’s producer. Loot Drop’s current development team only has about 10 to 12 people and as the developer expands, they’ll keep the teams about the same size.

The size lends itself to communication, which Brathwaite highlights when talking about Loot Drop’s founding members. Herself, Romero, Hall, Sirotek, and McWilliams have long personal histories with each other that border on a psychic connection. But even with all that familiarity between them, they can still surprise each other with new ideas. Her work with Romero on Ravenwood Fair served as a valuable lesson for how collaboration ought to work in social game development.

“The super unique thing about working on Ravenwood Fair specifically that I’m absolutely taking forward is the incredible importance of the male/female design head,” Brathwaite says.

ProtectorTo characterize what that is, she describes a point in Ravenwood Fair’s development where Brathwaite told Romero she didn’t feel comfortable leaving her characters alone in a scary forest when she stopped playing the game. There was no sense of closure, of being “done” enough that she could leave them alone and not worry about them. Romero didn’t share her feelings, but instead of dismissing them, he worked with her to develop the Protector characters that players can buy to ward off bad things in the forest even when the player is logged out.

“The big thing that came from that is this idea of working together,” Brathwaite says. “In the traditional games industry, you’re usually there around the genre and the genre usually dictates things. In this case, there’s this gigantic audience that’s so incredibly new to games and so overwhelmingly me — the 43-year-old woman. So the big takeaway from Ravenwood Fair is this partnership… this diversity that’s more valuable than it’s ever been.”

One of our last questions to Brathwaite had to do with an emerging negative view of the social games industry — that with Facebook restricting viral communication channels for games and so many people trying to make social games, that the market would collapse under the weight of badly made games all clamoring for money like so many panhandlers on a street with no pedestrians.

To that gloomy outlook, Brathwaite says, “I think it’s 1982. In 1982, people realized ‘Holy sh**, there’s a ton of money being made by these crazy computer games. We can slap any old shit in a bag and sell it!’ And the games industry crashed in 1983. And a great many people went out of business because they came into games to make money, not to make games. Those who loved games, and those who knew how to make them, stuck around.”

Look for Loot Drop’s first game through RockYou when it launches this summer. And check out John Romero’s postmortem of Ravenwood Fair on his blog.


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Posted by Hao at Thursday, March 31, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Brathwaite, Brenda, Finding, Gaming, Interview, Money, social

Wednesday, March 30, 2011

Free Money In Mafia Wars - Limited Time Offer, Hurry Before The Door Closes

By: Keyi Cansa | 24/01/2010
There are so many benefits to farming gold as fast as possible when you are playing World of Warcraft. The goal of every player is to hit level 70 and then do whatever you want. Many players feel the game of actually begins to be fun at level 70. Why would you want to spend months trying to get there when there are techniques and guides to get you there in a week or less. By: Keyi Cansa | 24/01/2010
So you have finally decided you need gold in order to enjoy World of Warcraft and have settled on farming to accomplish this task. Well let's look at a few tips regarding farming for gold in World of Warcraft. By: Keyi Cansa | 24/01/2010
If you have found yourself reading this article then you are probably nearly at the end of your tether with World of Warcraft. I don't blame you! The game is notoriously difficult to complete and the long grind up to level 70 can seem to take forever! By: Henrik Hansen | 24/01/2010
My story on how i used cheatengine 5.5 and ended up getting banned from pet society. By: hei55 | 24/01/2010
With a game like Happy Aquarium, you'll find yourself frequently stuck in hard places where you must determine how to progress. From the way you choose your fish to the different levels you'll be driving towards, you need to be sure that you can maintain your strategies over a long period of time. One of the fun things that CrowdStar has made easy to integrate into these strategies is to train your fish. If you are one of those people who love to train your fish but are having trouble doing it By: hei55 | 24/01/2010
With every Facebook game, there are a variety of details that players need to focus on that will make or break their game play style. With Happy Aquarium, those very details are going to be a tremendously important factory when you start creating long term strategies. In particular, the fish in Happy Aquarium will be very important to how your game progresses and how effective you are at making yourself into a high level player. If you are serious about being one of the gurus of Happy Aquarium By: Tibia Money | 24/01/2010
There are lots of places in Tibia,but do you know what can be find in differenr cities!This time I would like to introduce you what to find in cities By: Henrik Hansen | 24/01/2010
Get your hands on the BEST runescape autominer for FREE.

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Posted by Hao at Wednesday, March 30, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Before, Closes, Hurry, Limited, Mafia, Money, Offer

Thursday, March 24, 2011

How to Make the Most Money in FarmVille Level Up Fast And Get Rich Quick

FarmVille is a great place to go to escape the rigors of everyday life. You can get back to nature and enjoy the peace and tranquility that comes from working on the land. However, not everything in FarmVille is an escape from the ordinary. You still need money for just about everything you do. You have to buy the seeds to plant, and you'll even have to pay a small sum for each plot of land you plow.

These costs are easily managed of course because you're harvesting and selling your crops for more than it cost to plant them. There are a lot of other items you can buy in the FarmVille market to decorate and build up your farm, and you won't be able to get these without some significant sums of cash. Buying these items will also get you some much needed experience points to help you advance to the next level, so you'll have to find a way to make sure you have enough money for all the discretionary items you want to buy.

Earnings Per Hour

Because you'll be needing your coins for so much in FarmVille, you need to maximize the earning potential of your farm. The best way to do this is to figure out which crops pay out the most coins per hour. For example, strawberries sell for 35 coins per plot of land harvested and they take 4 hours to grow. Pumpkins, on the other hand, take 8 hours to grow and sell for 68 coins per plot of land harvested.

That means, for the same acreage planted, you'll earn 8.75 coins per hour by planting strawberries, while the pumpkins will only get you 8.5 coins per hour. This may seem like a small difference, but these small amounts can add up fast. Of course, you won't be getting your money's worth unless you can harvest the crops as soon as they're ready and immediately replant on that land.

A Quick Turnaround

If you're not going to be able to get back to your farm for 8 hours, you're much better off planting the pumpkins. The longer you leave a crop after it's done maturing, the less you'll be getting per hour once you harvest it. You can only make money fast on crops that mature quickly if you're going to be able to harvest and replant as soon as they're ready for sale. Make sure you take these details into consideration when you're selecting your seeds at the Market, and you'll be seeing your bank account swelling in no time.

Check Out FARMVILLE SECRETS And Build That Dream Farm


View the original article here

Posted by Hao at Thursday, March 24, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: FarmVille, Level, Money, Quick
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