|Release date(s)||June 9, 2010|
|Mode(s)||Single-player with multiplayer interaction|
In art treatment and gameplay, FrontierVille is very similar to one of Zynga's most popular games, FarmVille. Instead of a farm, though, the player plays the role of a pioneer of the American Old West.
The player creates an avatar which resembles a pioneer. The player then may complete a total of 46 collections which can be traded for coins, experience points
(xp), decorations, livestock, trees, craftable items, energy and
horseshoes (rare money). The player can also finish goals which include
tasks such as gathering money, buying energy, clearing land, chopping
down trees, raising livestock and trees, creating items such as beds,
furniture, and clobbering unwanted pests like bears, snakes, foxes and
groundhogs. Eventually the player may acquire a spouse and have
children. The player can also have them perform tasks. They can perform
tasks simultaneously with their spouses and children.
Other tasks include collecting from buildings, building inns, wagons, general stores, cabins,
schools, chicken coops, barns, trading posts, barber shops, churches,
and sawmills as well as seeding, growing and harvesting crops.
Completing goals yields rewards.
Coins enable the player to purchase decorations, buildings, crops,
trees and animals. Horseshoes, which can be earned in-game or purchased
through real-world credit cards,
allow the player to buy mules and horses, paint buckets, hand drills,
nails, bricks and hammers. These items are essential for completing
certain goals. Friends may also "gift" these items to the player.
Crops may be planted and must be harvested before they wither; as in
FarmVille, the wither time of a particular crop is twice the maturation
time. Also as in FarmVille, crops vary in their time to mature from 5
minutes (clover) to even 4 days (peanuts), with crops with longer maturation times providing larger payoffs. Harvesting can trigger encounters with ground hogs,
which must be "clobbered" to avoid spending extra energy within their
area of influence. Clobbering pests and harvesting crops yields coins,
xp and food. Food can be used to get energy, which is necessary to do
almost any action in the game except for planting crops. Energy can be
purchased in exchange for food or horseshoes. Every 5 minutes the player
gains 1 energy. When you run out of energy you must either purchase
more energy with food or horseshoes, or wait for your energy to build
up. You can also gain energy by visiting your neighbor's farms and
performing up to 5 tasks daily on each neighbor's land.
Animals may also be purchased and either regularly harvested for
resources, or sold outright for a large one-time reward. They start out
as juveniles and must be fed (harvested) several times to grow into
full-fledged adults. There are two main types of animals; mammals
(goats, sheep, pigs, cows, oxen, mules and horses) and birds (chickens
and geese). Mammals take somewhat longer to produce resources but
generally provide a larger payoff. Birds take less time to produce
resources, but there is a chance of triggering a fox encounter when you
feed a bird-type animal; unless the fox is "clobbered" (killed), all
birds within its area of influence (as seen with a red aura) can only be
"sold" (i.e. "hunted"), not harvested.
Players can also plant fruit trees: cherry, apple, pear, peach and apricot
trees are available. They are bought as seedlings and must be watered
(in a similar manner to animals being fed) to reach their full
potential. They provide somewhat fewer resources than crops and animals
do, but they never wither or risk triggering the appearance of a pest.
rewards the player with full energy, coins and sometimes advances the
limit of a player's maximum energy. Leveling occurs by accumulating
experience points (xp). They are earned by doing most actions in the
Initially, oak and pine trees, grass, cacti, wildflowers, rocks and
cow skulls fill the player's "homestead". At least some must be cleared
to obtain usable land. Chopping down trees yields 1-3 wood, which is
needed to build buildings. Chopping down trees can trigger a bear
encounter. Bears, while "harmless" (as there is no real danger in the
game), prevent the player from doing some things. They are removed by
scaring them off (and the bear "dies"), which expends energy, but yields
rewards (coin, food, xp, etc.). Clearing land may also trigger a snake
encounter, which is handled in the same manner as a ground hog
encounter, that is, "clobbering".
Collections are an intrinsic feature of the game. Collection items
are found while doing most actions in the game (feeding animals,
harvesting crops, clobbering pests). Collection items are automatically
added to collection sets. When a set is complete, it may be redeemed for
in-game rewards, such as food, energy, xp, etc. The player can request
collection items and can receive them as gifts via Neighbors (i.e.
- Jumlah posting : 97
Join date : 23.03.11
Lokasi : United States, CA
Permissions in this forum:Anda tidak dapat menjawab topik