Why do this to gamers? It's a lucrative strategy. From 2009-2012, Zynga was a supergiant of social gaming, experiencing high growth and huge success, with millions of daily active users. Regardless of Zynga's eventual fate, for those years they were king. Let's get something straight; I'm not here to demonize Zynga. They capitalize on an evil mechanic, but it's our job as game designers to create something both better and more lucrative than "fun pain". With the current trend towards Freemium mobile apps and in-app purchases, this is a significant challenge, but I think we're up to it. I'm here to tell you that in the long run, creating games that add value to people's lives is a better strategy than getting them addicted to fun pain.
I'll leave it to this article to explain exactly how Zynga's strategy works. I'm just here to figure out where this all started. Zynga didn't make this mess. FarmVille (2009) was a clone of Chinese developer Ellison Gao's "Happy Farm" (2008), which in turn was a clone of a Russian farming game. Going further back in time, World of Warcraft (2004) is often cited as one of the originators of the addiction model, for creating a "rested XP" system that encouraged players to log in every day to reap the rewards of boosted experience points. However, I think that periodic gameplay is much older than that.

Tamagotchi was a virtual pet sold by Bandai in 1996, created by Japanese designer Aki Maita. Tamagotchi is responsible for the entire virtual pet craze, predating Pokemon(1996), Furby (1998), and current generation mobile pet-raising games like DragonVale (2011).

Tamagotchi is responsible for the periodic attention mechanic that "social gaming" is now known for. In order to keep your Tamagotchi alive, you had to check on it about once an hour. You pull it out of your pocket, feed it, play with it, clean up after it, and then that's it. Nothing left to do after a couple minutes. You put it back in your pocket and wait for it to need you again. The more periodic attention you gave it, the better a final form it would achieve. Treat your Tamagotchi well, and you were rewarded with the cute and well-behaved Mametchi. Treat it poorly, and you were punished with the odious and short-lived Tarakotchi. You couldn't pause the original Tamagotchi. It was a commitment. Tamagotchi could live anywhere from a month to years, and if it died early you knew it was your fault.



Takeaways:
- Why you implement game mechanics is just as important as what mechanics you implement.
- If you have good intentions and design your mechanics to create good feelings in your players, it will show.
- Realtime mechanics don't have to be evil. Use them to foster immersion and anticipation.
- Don't allow people pay gems to avoid waiting. Make waiting part of the enjoyment of the game, or take it out.
- Don't use realtime mechanics to hide your lack of content.
By Rosstin Murphy, Gamasutra