Cropping your Losses
Many social games effectively employ Core Drive 8: Loss and Avoidance to motivate players towards taking the Desired Actions. In the now familiar example of Farmville, if we look at the early part of their onboarding stage, we can see that avoidance design was already integrated into the system, inducing users to “log in” multiple times each day.
The first few minutes of Farmville seems very positive as the player spends time creating their avatar and starts working on their farm with an initial pool of free Farm Cash. However, Farmville soon demands that each player maintain their crops and livestock through routine farming chores - mostly in the form of coming back and clicking on the crops and livestock to harvest their products.
If you don’t return to reap your harvest within a given number of hours, as determined by the crops’ profiles (you can choose which crop to plant, which plays into Core Drive 3: Empowerment of Creativity...