Except it isn't really free at all. It is technically free, but I would argue that to play this game without spending insane amounts of money on in-app virtual products is so little fun that it doesn't really constitute a game at all.
Tapped Out is basically the same game that I had discovered, and abandoned, on Facebook recently: SimCity Social. I stopped playing both after a couple of days of sporadic interaction. The premise of these games is that you need to progressively build something, which is supposedly the fun bit. You can only build a few basic things at first, and then by completing tasks you are able to earn more advanced objects, thus making your city better. As you play you gain a sense of mastery and achievement, perhaps even competing with your friends, whose attempts are also visible in-game.
However, that is a premise that only the most naive player would believe. It's the sort of premise that the original SimCity was built on, and it works very well. But these latest 'freemium' games do not stick to it at all, instead taking a subtly different approach to play with the mind of the gamer.
1. There is no skill required to play the game.
The tasks that you have to complete are not based on complexity, or on balancing competing interests, or on dexterity, critical thinking, intelligence or anything else of value. They are 'click and forget'. Need to make Homer shop at the Kwik-e-Mart? Tap on Homer and select 'Shop at Kwik-e-Mart'. Hardly taxing. It even puts the tasks pertinent to your current position at the top of the list, so there isn't even any strategy required in task selection.
So what's to stop you just doing all the tasks and progressing very quickly in the game? That brings me on to the next point:
2. The game makes you stop playing and come back some time later.
The most surprising thing I found about these games is that you can't actually play them when you want to. Every task takes a certain amount of time - real, human, time to complete. So building a house might take four hours. Asking Apu to do an 8-hour shift will take 8 hours of real time to complete. I can go away, come back again in 8 hours and it will be done. It's not just that I can go away and come back: I am forced in to doing so. In Tapped Out, there are only a finite number of characters that you have available to dictate tasks to. Once you've given them all tasks, you have to wait for them to finish before you can do much else.
2. The game makes you stop playing and come back some time later.
The most surprising thing I found about these games is that you can't actually play them when you want to. Every task takes a certain amount of time - real, human, time to complete. So building a house might take four hours. Asking Apu to do an 8-hour shift will take 8 hours of real time to complete. I can go away, come back again in 8 hours and it will be done. It's not just that I can go away and come back: I am forced in to doing so. In Tapped Out, there are only a finite number of characters that you have available to dictate tasks to. Once you've given them all tasks, you have to wait for them to finish before you can do much else.
The limiting factor on what you can build is what is unlocked; the limiting factor on what is unlocked is what level of the game you are at; the limiting factor on what level you are at is the XP (experience) gained; the limiting factor for this is the number of tasks you have completed; the limiting factor on how many tasks you have completed is the time since installing the game and the time you have spent interacting with it. Note that the missing driver for the lowest controlling factor is 'skill'. Time playing the game is the sole dictator of progress.
SimCity Social is more explicit. It has the concept of 'energy'. You use up energy every time you enact a basic task. Once you've used up your mouse clicks, you have to wait for your energy to be replenished, which happens automatically every three minutes up to the maximum energy level after an hour or so. So going away and returning soon becomes necessary to do anything.
Why would anyone design a game that forces you to stop playing? Surely that's counter-productive? Well, actually it can be very productive indeed for the developer:
3. The point of the game is to get the player addicted.
The game forces you to stop playing at the height of your interest in it. Whenever you stop playing, you have the feeling 'Oh, I want to build a such-and-such, but I can't.'. When you return a couple of hours later, you will have that thing that you wanted earlier but couldn't have. You will most likely have a few things ready to click on and thus a feeling of immediate abundance at the instant of return. Then you will be able to play for a small while before frustration returns at the need to wait before making more progress.
This introduces a pattern of behaviour where the player (or, perhaps, victim) keeps returning to the game several times a day, at times dictated by the game rather than the real life pressures of the victim. They are unable to play the game when they actually want to. They have to play when the game wants them to. They become trapped in a cycle of repeated highs and lows - not a million miles from the effect of heroin, I believe. This means that the game becomes part of the normal life of the victim. It is less of an escape from reality - more a part of reality itself, part of the daily routine of life.
This effect is exacerbated by the intrusive notifications sent by the game, which are automatic and cannot be disabled. When I played SimCity Social, I actually got emails from an in-game character offering me in-game deals and updates. Actual emails. Mixed in with my business correspondence, bank statement notifications and so on. When I had Tapped Out installed, Homer Simpson would periodically shout "Don't forget about me" from my phone, with a notification in my real notifications area appearing equally to my emails and texts. This kind of 'intrusive reality' added to the effect that the game was trying to integrate itself into my life to a ridiculous extent.
4. £ There is only one short cut
Clearly the victim of this type of game is going to have emotional low points several times a day where progress is stunted. The games conveniently provide a way round this: diamonds in the case of SimCity Social and donuts in Tapped Out. Donuts and diamonds allow you to do anything in the game. You can unlock buildings, you can buy premium objects that are denominated only in the magical currency, you can speed up any real-time task to have it finish immediately. There is nothing you couldn't do if you had an infinite supply of donuts and diamonds.
In theory, you could probably earn enough donuts and diamonds in the game for free. To do this, you would have to view the game as a career choice more than a leisure activity. Every level-up comes with one or two free donuts. A decent premium item costs D100 to purchase. Some are a lot more. There are loads of premium items. You could easily spend thousands of them in an hour of gameplay. There is no way you are going to spend weeks, maybe months of your life earning them in miserable dribs and drabs. Based on the short time I spent playing, you would have to play the game for a month to save up for one half-decent item.
So you have to buy them. With real money. Now if I had never played such a game, I would be thinking that the virtual exchange rate should be along the lines of £1/D1000+. After all, the game developers need to earn money somehow. I understand that there has to be some real life exchange of money here. But I would expect that for around the £30 mark I would get infinite donuts: I could play the game without further restriction. And that's being generous for a phone-based game which is ultimately very basic.
But no. The maximum number of donuts you can buy in one go is 2400. And that will set you back an utterly incomprehensible $99.99. Bear in mind that you could easily get through that in an hour. In order to play this game sensibly you would have to be willing to spend in the region of £65 per hour of play.
My quick estimations are that playing the game works out at about ten times the hourly price of going to the cinema, six times the hourly cost of an average night out clubbing, and probably more than your average person would spend in a visit to the casino. Even if the game had the same hourly price as the above alternative entertainments, it would still be really bad value. The prices for the above alternatives account for necessary variable costs incurred by the suppliers, and further take into account the infrequency and sense of occasion that most people will ascribe to them. A casual game, out of which many more hours of entertainment should be had, should not cost anything like that amount.
More serious than the high cost is the incredibly manipulative way that the game hides this cost from you until it has had a chance to psychologically manipulate you into becoming addicted to it. The games are advertised as 'free'. In Tapped Out you don't even realise that the 2400 donuts cost real money until you are on the payment page, and you are offered the chance to make the purchase on account with your phone provider - basically getting in to debt to cover the cost. You won't even realise that the game is all a ruse until you have played it for a while.
I think I am lucky that I had the presence of mind to realise the intentions behind these non-games and to stop playing them pretty quickly. I'd only played Tapped Out for one weekend and I already felt a small sense of relief to have it out of my life. What about people who do not realise this? What about children? I do not believe that games that have been designed to be addictive and infinitely expensive should be legal. And personally I don't think they will be for very long.
SimCity Social is more explicit. It has the concept of 'energy'. You use up energy every time you enact a basic task. Once you've used up your mouse clicks, you have to wait for your energy to be replenished, which happens automatically every three minutes up to the maximum energy level after an hour or so. So going away and returning soon becomes necessary to do anything.
For me, games are an occasional escape from reality. I like playing driving games because I can drive as fast as I like in crazy scenarios without bearing the prison sentence and physical injury that would result if I did that in real life. I like playing simulation games because I can get more money and achievement in two hours of playing than I can get in two decades of my actual life. An unquestionable fundamental tenet of playing a game is that I can choose when I start and stop playing. If something important happens in real life then I can turn it off and tend to my worldly existence. Likewise, gaps in the seriousness of this world can be whimsically filled with time spent a virtual one. Tapped Out and SimCity social do not allow me to do this.
Why would anyone design a game that forces you to stop playing? Surely that's counter-productive? Well, actually it can be very productive indeed for the developer:
3. The point of the game is to get the player addicted.
The game forces you to stop playing at the height of your interest in it. Whenever you stop playing, you have the feeling 'Oh, I want to build a such-and-such, but I can't.'. When you return a couple of hours later, you will have that thing that you wanted earlier but couldn't have. You will most likely have a few things ready to click on and thus a feeling of immediate abundance at the instant of return. Then you will be able to play for a small while before frustration returns at the need to wait before making more progress.
This introduces a pattern of behaviour where the player (or, perhaps, victim) keeps returning to the game several times a day, at times dictated by the game rather than the real life pressures of the victim. They are unable to play the game when they actually want to. They have to play when the game wants them to. They become trapped in a cycle of repeated highs and lows - not a million miles from the effect of heroin, I believe. This means that the game becomes part of the normal life of the victim. It is less of an escape from reality - more a part of reality itself, part of the daily routine of life.
This effect is exacerbated by the intrusive notifications sent by the game, which are automatic and cannot be disabled. When I played SimCity Social, I actually got emails from an in-game character offering me in-game deals and updates. Actual emails. Mixed in with my business correspondence, bank statement notifications and so on. When I had Tapped Out installed, Homer Simpson would periodically shout "Don't forget about me" from my phone, with a notification in my real notifications area appearing equally to my emails and texts. This kind of 'intrusive reality' added to the effect that the game was trying to integrate itself into my life to a ridiculous extent.
Unlike most games, where you can mess everything up and start again, these games are not designed like that. You make an investment in the game which stays there forever. The more you put into the game, the more you will build up and the more you will lose if you stop playing. So the decision to stop playing gets more and more difficult to enact. Another way that they use psychological techniques that encourage addiction.
So what is the point of all this effort to integrate a computer program so tightly into my life, and to keep it there?
4. £ There is only one short cut
Clearly the victim of this type of game is going to have emotional low points several times a day where progress is stunted. The games conveniently provide a way round this: diamonds in the case of SimCity Social and donuts in Tapped Out. Donuts and diamonds allow you to do anything in the game. You can unlock buildings, you can buy premium objects that are denominated only in the magical currency, you can speed up any real-time task to have it finish immediately. There is nothing you couldn't do if you had an infinite supply of donuts and diamonds.
In theory, you could probably earn enough donuts and diamonds in the game for free. To do this, you would have to view the game as a career choice more than a leisure activity. Every level-up comes with one or two free donuts. A decent premium item costs D100 to purchase. Some are a lot more. There are loads of premium items. You could easily spend thousands of them in an hour of gameplay. There is no way you are going to spend weeks, maybe months of your life earning them in miserable dribs and drabs. Based on the short time I spent playing, you would have to play the game for a month to save up for one half-decent item.
So you have to buy them. With real money. Now if I had never played such a game, I would be thinking that the virtual exchange rate should be along the lines of £1/D1000+. After all, the game developers need to earn money somehow. I understand that there has to be some real life exchange of money here. But I would expect that for around the £30 mark I would get infinite donuts: I could play the game without further restriction. And that's being generous for a phone-based game which is ultimately very basic.
But no. The maximum number of donuts you can buy in one go is 2400. And that will set you back an utterly incomprehensible $99.99. Bear in mind that you could easily get through that in an hour. In order to play this game sensibly you would have to be willing to spend in the region of £65 per hour of play.
My quick estimations are that playing the game works out at about ten times the hourly price of going to the cinema, six times the hourly cost of an average night out clubbing, and probably more than your average person would spend in a visit to the casino. Even if the game had the same hourly price as the above alternative entertainments, it would still be really bad value. The prices for the above alternatives account for necessary variable costs incurred by the suppliers, and further take into account the infrequency and sense of occasion that most people will ascribe to them. A casual game, out of which many more hours of entertainment should be had, should not cost anything like that amount.
More serious than the high cost is the incredibly manipulative way that the game hides this cost from you until it has had a chance to psychologically manipulate you into becoming addicted to it. The games are advertised as 'free'. In Tapped Out you don't even realise that the 2400 donuts cost real money until you are on the payment page, and you are offered the chance to make the purchase on account with your phone provider - basically getting in to debt to cover the cost. You won't even realise that the game is all a ruse until you have played it for a while.
I think I am lucky that I had the presence of mind to realise the intentions behind these non-games and to stop playing them pretty quickly. I'd only played Tapped Out for one weekend and I already felt a small sense of relief to have it out of my life. What about people who do not realise this? What about children? I do not believe that games that have been designed to be addictive and infinitely expensive should be legal. And personally I don't think they will be for very long.