Casual Ruination: Why SolitaireArcade is no longer a web domain

During what I consider the golden age of casual PC games, 
you could get a subscription service from companies like Big Fish or GameHouse, and get a decent game every month for less than $10.  I was a member of Big Fish for several years (and Game House too, for a shorter while), playing every card solitaire I could get my hands on, and a fair number of Match-3, Hidden Object, and other genres of games too.

In 2008, I bought the domain name SolitaireArcade.com, intending to create a website to cover the wide range of casual games which were then available, notably the solitaire campaign game Fairway Solitaire (which has never been surpassed as a solitaire adventure game), the Chocolatier series, and the original Plants vs. ZombiesThe first article I posted was a detailed review of Fairway Solitaire; I wanted to write a detailed walkthrough but could not get permission.  PopCap granted me permission to do one for Plants vs. Zombies, and promised to publicize it (but never did so before they sold the company).   Both of those are still available here.   I wrote a couple of reviews (the flawed games Top Ten Solitaire and Winemaker Extraordinaire), but never went any further (I thought about writing an article on The Economics of Chocolatier, but didn't get beyond some notes and statistics).  Around 2019 I let the domain lapse (it's still available today).  What follows are some of the reasons why.

Smartphones

One of the two largest factors in what I call the ruination of casual games is the gradual transition from full-sized personal computers with large screens to smartphones (mainly iPhone and Android) with screens (with the exception of iPads) ranging from small to tiny.   Even a 1920x1080 screen isn't really big enough for a complex city-building game like Township or SimCity BuildIt:  I would love to play a native PC version of those with a larger screen resolution. 
(And why can't I make a panoramic screenshot of a whole island in Zombie Castaways, or my entire town in Township or SimCity BuildIt?).   For a long while I played on the Android emulator BlueStacks (more on thie below), but this brought other problems.   Recently I bought a Chromebook which promised compatibility with the Android games on Google Play, but found that Township was not fully supported on Chromebook (the outside events cannot be played at all), and Plants vs. Zombies 2 would not play at all.  I eventually bought an Android TV-box (an X88 Pro 10), a mini-PC which runs native Android.   This allows the full Township game to be played in full-screen mode, though at the cost of using the feeble Android operating system, which lacks a built-in screenshot function (the third-party screenshot apps are very poor).  Township still ran more slowly than I would like, and the Internet connection would cut out occasionally for a second (despite being connected by Ethernet); I am not sure whether this is the fault of the program, the Android box, or something else.  Sometimes the entire game exits for no reason (especially in the exploration events which hog resources even worse than Zoos), and a few minutes of progress is lost, which is strange since the program must be continously connected (why then isn't progress also saved continously?).

Some games designed for smartphones are fixed in portrait mode, which means that even on a large PC screen, with the app display stretched to maximum, half the PC screen will be empty.


Free To Play

The second major ruination factor is Free to Play games, which can be downloaded and played for free.  But the term is mostly a lie, because most such games have add-ons which cost money, and what you can do in the game is usually very limited (or at least game progress is much slower) without add-ons.  
Free to Play opened the door to greed, and in many cases actually made gameplay worse: instead of using strategy to achieve game goals, you simply buy the goals.

Many games have at least two main forms of currency: coins, which are usually plentiful and easy to replenish, and paper currency (I generically call these greenbucks), which are harder to obtain.  [Strangely, SimCity is backwards in this regard: it is easier to accumulate greenbucks in SimCity than coins.]. Often there are are other currencies (SimCity has at least six or seven, notably different currencies for different locales), other commodities like gems or precious metals, or various tokens which can be used to buy things.

The first Free To Play game I ever encountered was Fairway, the sequel to the huge 2007 PC hit Fairway Solitaire.   [I actually managed to finish Fairway without buying any add-ons, for the first and only time.   I am currently experimenting with the economic game Train Station 2 to see how far I can proceed without any in-game purchases.]  


Plants vs. Zombies 2, which I started playing on BlueStacks in 2015, has still never been released in a native Windows version.   At least here, many of the in-game purchases are for permanent powerups which enhance game play (mostly powerful new plants).  In many games, real money is needed to buy in-game currency, without which it is hard to make much progress.   I started to lose interest in Plants vs. Zombies 2 when they stopped releasing new worlds and focused on the competitive arena Battlez (spelling anything with z as a plural is a red flag for me: it never ends well.)

Many of the things you can buy are (to me) unnecessary and frivolous decorations and animations, which just clutter up the screen and slow down the game.  And why would a game give me items I can no longer use (hedge trimmers in Township, boosts for exhausted resources in Zombie Castaways)?

Most games have some verification mechanism for preventing accidental greenbuck purchases, but these do not work in all cases: in Township, for example, clicking on the button to buy more moves in a minigame (a button that is, confusingly, the same green color as the Try Again button, which makes it easy to click carelessly) does not ask you to verify your purchase, as most other Township purchases do.   It would make more sense to use green as the default color for purchases, and make other buttons a different color, so you would get use to associating green with spending greenbucks.   Balloons occasionally float over your town or the towns of friends, and are incorrectly described as gifts, but most of them cost 3 greenbucks to obtain.  The same is true of many (though not all) of the treasure chests found in the exploration minigame.


Comparison Tolerance

This is a term used, in the APL programming language, to refer to a small value (epsilon) by which two values can differ and be considered equal.   I use it in casual games (almost all of which use drag and drop) to refer to the margin around an object which allows it to be selected as a destination without the mouse being placed exactly on the object).   In casual games designed for small smartphone screens, this tolerance is set high because the player is using a thumb or finger to select and move tiny objects and it is hard to be precise.  The problem is that when items are packed close together, it is easy to select the wrong object even when you are accurately pointing to the correct one (like helicopter orders in Township, or factory commodities in SimCity).  In card solitaires, however, the tolerance is often set too low: when you are dragging a card, you should be able to drop it at a destination even if only part of the card is overlapping the target (provided there is no ambiguity when a card overlaps two possible targets).

Time Limits

Part of the point of a casual game is that you can play for as long or as short a time as you wish, playing every day for a stretch, then leaving the game for weeks and returning exactly as you left it.   Many Free To Play games, however, have time limits for many scenarios and special events, which makes the game much less casual (you almost have to play at least once a day), and
increases the pressure to buy stuff.    Some games seem to distrust the basic premise of the game and add too many additional events (notably SimCity Build It, which adds several types of combat to what should be a straightforward city building game).

Most Free To Play games have a bottleneck: some commodity, currency, or necessity which is constantly in short supply (e.g. tools in Township and Zombie Castaways, Simoleons in SimCity Build It), which grinds the game to a halt, so you often can't play for an extended period of time; you have to wait for resources to be replenished.  Tasks which require a certain quiantity of an item to be produced often require just a bit more than an even multiple of the number which can be produced at a time (for example, asking for 37 milk when the cows can produce 18 at a time), which seems childish.

Inventory Control

In addition to the flaws introduced by using drag-and-drop (and especially mixing with single-click), most games have little inventory control.   Every single action must be carried out individually, and every completed item must be collected by clicking.  This prevents, for example, setting up a series of production orders where the product of one order is used for the next order: if I am making steel from iron and girders from steel, I cannot put girders into the production queue unless I already have enough steel.   There is no facility for freezing already-produced items to reserve them for an upcoming order (e.g. a ship or plane), which makes the tendency for games to ask for the same item in orders from different sources even worse.   Games where a large order must be filled all at once (e.g. Railstation 2), so that you cannot fill one bin of a ship, make the problem even worse (and increase the pressure on warehouse limits).

How Many Ads Must I Watch?

In addition to the print ads which run constantly on the left side of the BlueStacks screen, there are constant offers in exchange for watching a 30-second video ad: most of these are for other games.   Most production games give you extra resources for watching ads, but one game I was playing suddenly started forced ads, which come up at random and offer no benefit.   This was later dropped, likely due to a negative reaction from players.

Where did all the sequels go?

While the two formal sequels to Chocolatier (Hidden Ingredients and Decadence by Design) were improvements on the already good original, none of the similar games I have played (the closest were Lavender's Botanicals and Winemaker Extraordinaire) were nearly as good.  There were two more games in the Chocolatier series: The Great Chocolate Chase (for PC), and Sweet Society (for Facebook): both time management games, and neither successful.   It seems unlikely that we will see any further games in the Chocolatier universe.   Fairway Solitaire had several remakes and sequels, one called simply Fairway, and another Fairway Solitaire Blast: all were Free To Play games, and none were improvements on the original.   Plants vs. Zombies had a number of sequels, but only Plants vs. Zombies 2 is the same kind of lawn defense game (there is a third-person shooter series called Plants vs. Zombies: Garden Warfare).    Plants vs. Zombies 3 has appeared in test versions in various locations, but at the moment is not available.   It appears that the trend is to design endless games (e.g. Zombie Castaways) instead of fixed-length games.


The Sad State of Solitaire

While there are a number of good card solitaire omnibus packages (particularly BVS Solitaire and Pretty Good Solitaire, and the online Politaire), I haven't seen a good solitaire adventure game since the original Fairway Solitaire.   Most campaign solitaires are just a string of random levels, without any sense of advancement.    They are overly dependent on two main mechanisms: discarding pairs (variations of Nestor) and discarding in sequence (Golf); these are usually gummed up with unnecessary frills.   There are dozens of other suitable mechanisms which have never or rarely been used.

Township has, as one of its rotating minigames, a solitaire/Mah Jongg game they call Matchy Patch, in which you must discard three tiles of the same kind at a time, with seven available freecells for temporary storage (so it is sort of a cross between Nestor and FreeCell).  But you can't discard a trio of tiles directly: you must put all three in empty cells, where the game will discard them automatically.   [Shenzhen Solitaire, a recent original variation of the Eight Off family, uses a similar mechanism for discarding dragons.]  The mechanism doesn't work very well: it seems that almost every level is either trivial (open tableaus with few deep piles) or almost impossible (many deep piles).   Some of the levels are marred by hidden stacked tiles within what appear to be open piles.    The graphics are uneven (it is difficult to tell some of the tiles apart, especially when mostly covered, and even worse with the silly distraction of gold tiles).   The tiles appear to be clumped together rather than dealt randomly: nearly every level ends with one or two stacks of the same tile.   It is hard to play fast, even though the interface is straight clicking with no drop and drag: each tile you click on goes straight to a vacant cell, but tiles are often missed if you click too fast, especially when the game is autodiscarding.


The Problems with Puzzles

Some of the puzzle games require you to watch an ad after every single level you win.   This is aggravated by the fact that nearly all of the pure puzzle games start with completely trivial puzzles, and take a good number of levels before the puzzles start getting interesting.   Many of the color sorting apps miss the whole point of the puzzle: if you can move any ball from anywhere to any open space, all of the strategic challenge is lost and it becomes a trivial mechanical exercise.

BlueStacks

Plants vs. Zombies was a huge PC hit for PopCap, but they stabbed their supporters in the back by announcing that the sequel would be developed for Android and would not immediately [never, it now seems] be ported to PC.   Not having a smartphone when Plants vs. Zombies 2 was announced for Android (and not being willing to play on a tiny screen later when I did have an Android phone), I tried out a number of Android emulators for PC.   BlueStacks was the only emulator I was able to get to run properly. 
But BlueStacks was, at least at the time, a slow and resource-hogging emulator, eating lots of memory and CPU: when I was running it I could only run one game at a time, and could not simultaneously have a browser or any other large apps running.   It had frequent upgrades, which never went smoothly, and bugs in individual games took ages to be fixed.   The free version was inundated with ads, and eventually I paid a relatively modest annual fee for ad-free service, but there were still regular ads for other games and offers for free items (which often didn't work).   Some of the ads were offers for in-game items in exchange for trying out a new game: not the worst idea, except that they kept asking you to try a game you've already tried and hated.

Part of the trouble was that there were too many fingers in the pie: playing Township, for example, involved BlueStacks, Google, Facebook, and the publisher Playrix at the very least.  It's hard to know where the blame lies when problems arise.
   Nevertheless, I played a number of games regularly: the best were Plants vs. Zombies 2, Township, SimCity BuildIt, and Zombie Castaways.   I spent many hours (and many dollars) playing these and other games.    Eventually, after several upgrades, BlueStacks stopped working on my PC, and my time playing Android games was over until I upgraded to a Windows 10 mini-PC, which can run BlueStacks.   I am playing a few games there, but recently Plants vs. Zombies 2 (which I am on my third time through) stopped working after a new release, and BlueStacks customer service was unable to help me run it again.  Because BlueStacks is so CPU-intensive, it causes my mini-PC to get very hot after a few hours of play (though I've been assured this is not dangerous).

Recently, Google released a beta version of Google Play for PC, but this is yet another simulator and does not, for example, run the full Township.   It also has a strange incompatibility with BlueStacks: BlueStacks will not run in Windows 10 or 11 unless the Windows Hyper-V feature is turned off, but Google Play for PC will not run unless it is turned on.   So since I am running BlueStacks, Google Play Beta is out of the picture at the moment, which doesn't matter much right now, since the selection of games which runs on Google Play Beta, even on a brand new Windows 11 computer, is extremely limited.    I did eventually get Nox, another emulator, to run under Windows 11.    Windows 11 also supports a native Android subsystem, but this appears to run only the very limited number of Android games available on Amazon, not the enormous selection on Google Play in native Android mode.

Steam

Steam, a platform for PC games, picked up the original Plants vs. Zombies soon after it was published, and added a set of achievements, almost all of which were soon incorporated into PopCap's Game of the Year edition.   They have subsequently picked up other games in the series like Garden Warfare, all of which are different genres of games and none of which are true sequels.   I don't know whether Steam pushed for a PC release of Plants vs. Zombies 2: It's About Time, but if they did, they were unsuccessful.   Steam has its own issues, most notably that a game designed for Steam may not run on every Steam installation (I have run into this problem more than once).   It's also a resource hog, though not as much as BlueStacks.  The only Steam games I currently have installed are the original card solitaire game Shenzhen Solitaire (an interesting game implemented badly), and the Sandwich Sudoku puzzle from Cracking the Cryptic, and I do not frequently play either.   In fact, now I cannot play Steam at all on Windows 7 because the login system stopped working, and there seems no way to transfer progress data to a newer machine.

Facebook

I used to have a Facebook account during the time period when they started getting into online social games.  My favorite game was Frontierville, a simple but pleasant farming game.   Facebook eventually abandoned casual games (and their players), except that many games use Facebook to identify you for saving data and finding friends for the game.   Chocolatier also had a Facebook game called Sweet Society, which was a time management game rather than an economic game.  Sweet Society didn't last very long, and seemed to spell the end of the Chocolatier series (it seems unlikely at this point that Chocolatier 4 will ever be published).


Poor Design

Many games, especially city-building and exploring games, have a large playing area which must be scrolled across, as it is far too big to fit on even a large PC screen.  Some games (Seaport and SimCity Build It) make this worse with a large number of obtrusive menus surrounding the entire screen.   When the screen is scrolled or refreshed, menus can often be hit accidentally (or maybe on purpose from the game's design standpoint, if you click on purchases by mistake).

I have enjoyed very few of the side minigames which are included in many games (Township and Zombie Castaways in particular).   They range from trivial to nearly impossible, and are sometimes mandatory to make progress in the game.   One of the few I would call excellent is the factory setup shooting game in the Chocolatier series.

The concept of finishing a game seems to be disappearing too: why let a game end when you can just add more levels and more opportunity to make money?    Zombie Castaways is a particular offender in this area: I assumed the game would end soon after the player character turned back from zombie to human, but the game went on with no sign of ending, and I gave up without finding out if it ever does.

By and large, the games are not designed as realistic simulations, but some of the recipes for making items in factories are either factually incorrect (Coffee Cake isn't made from coffee; it's a pastry designed to be eaten while drinking coffee), or seriously deficient in logic.  The Press factory in Spring Valley: Farming Adventures requires you to make a bottle or jar for each item like Sugar Syrup, some of which are components of further items which need another container, but you can happily churn out dozens of bottles of milk a day without making bottles (allowing those to be reused would add a pleasant environmental component).  This is particularly irksome since bottles and jars have to be made from Glass, which is slow to make and requires a lot of Sand, further overloading the Workshop, which is also needed to turn out Rope and other items in large quantities.

A More Detailed Look at Township, SimCity Build It, and others

Township and SimCity Build It [hereafter SimCity for short] are the best of the farming/development games I have played, but a number of factors keep them from being great games.   Many of these are related to being Free To Play games, or being designed for small screens, but they both have quite a few other flaws as well.   I will go into detail about their drawbacks, using them as examples because I have played them the most.  Most other FTP/Android games share many of the same deficiencies.

The first drawback is the slowness of the game.   Township and SimCity use a large amount of computing and internet resources, partly because they must be connected to the Internet constantly while playing (is every mouse action sent over the server?), partly because there is a huge amount of animation going on on every square inch of the map (more so in Township), and partly because they use an inefficent drag-and-drop interface for almost every game action.   This makes it impossible to carry out even the simplest actions quickly and smoothly, like scrolling the map, sowing fields (Township doesn't help this by placing the farming fields at an oblique angle), feeding animals, and setting up and collecting from factories (SimCity's drag and drop is even worse than Township's, frequently skipping a production spot or picking up the wrong item because the comparison tolerance is too high: more on this below).   Map scrolling competes with a second interface in Township which puts you into Edit Mode if you hold the mouse down on a particular spot (completely unnecessary since there is a button on the screen to put you into Edit Mode); frequently, simply scrolling puts you into Edit Mode accidentally (or into the many side menus in SimCity).   In addition to the excessive background animation, Township has completely frivolous and pointless animation of simple tasks, like feeding animals and filling zoo orders, which wastes time for no reason.   There are three separate maps; one for your town, one for the Zoo, and a third for the four islands where you send ships (plus any towns or Zoos you visit to help friends and co-op members with orders).  These load slowly (especially Zoos).   SimCity is extremely slow when moving to another city.

The general interface for Township leaves a lot to be desired: there should be a way to freeze goods being saved for a plane order (the same goods will often be requested by helicopter orders).   Many of the status indicators are in the wrong place: a bulletin board summarizing zoo orders can be found outside the zoo entrance, but is inaccessible from within the zoo.   There used to be a status number indicating how many open zoo orders  there were, but this was removed in an update, along with the status of your current regatta task, which used to be on the main screen (now you have to scroll and click on the regatta dock to see your status).   Status of the currently active Event tasks cannot be seen on the minigame screen (either the main adventure screen or the Match-2 or Match-3 game); you would have to leave the adventure and go back to the main screen and click on the Rewards ticket to see the three current tasks and their status.  The tasks can change midgame; the moment a task is completed, even in the middle of e.g. a Match-3 game, a new task is assigned.   This should properly be shown instantly to the player rather than forcing them to fly blind.

Resources

The most fatal flaw in Township is the lack of resources. For one example, the game requires four different sets of tools (three different tools in each set) for digging in the mine, expanding barn space, expanding territory, and building Community Buildings.   In addition, three types of building materials are needed to build both Community Buildings and Zoo enclosures.   The three trains which come every three or four hours carry around ten cars in all, way too little to provide enough of 12 different tools and commodities.  The three extra tools (circular saws, jackhammers, and drills) needed to build Community Buildings are not brought by train; they must be obtained at the Tool Exchange by trading building materials (concrete, glass, and brick) for the needed tools (the only other way to get them is to pay 50 bucks in Township Cash for each tool, ridiculous when a typical building may need 30 or more of two different tools, plus over 100 of one kind of building material).  The deals at the Tool Exchange are random and are updated once an hour, and often ask for the same material you are trying to accumulate.  Even when they are asking for the other two materials, it drastically slows down the accumulation of those materials for building Zoo enclosures.  At the time I am writing this, I am at level 94, and while I have accumulated every animal card I need to complete the 50 Zoo families, I have three enclosures started, but nowhere near completion due to lack of building materials, and nine enclosures I have not even started to build yet.   It's not only the building resources which are inadequate: the game uses at least five different forms of currency: greenbucks (here called Township cash, earned mostly from special achievements), coins, gems (which are found in the mines and awarded for sending off planes), ingots (which must be smelted from nuggets dug from the mine), and clovers (awarded for filling orders for other players).   The lack of resources even extends to tasks in regattas (competitions where you and the members of your co-op try to complete more tasks than other co-ops).   A co-op can have as many as 30 members, and there are at most only 12 tasks available at a time for the whole co-op, and some of them are bad (taking too long or not being worth enough points); tasks can be dumped, but this leaves a spot vacant for half an hour.   Even worse is allowing members to reserve a task while working on another, which cuts the available tasks even further.

In SimCity, the lack of Simoleons (coins used to buy new buildings and upgrade existing ones, as well as other purchases) will be felt constantly throughout the game, unless you spend a lot of actual money to buy greenbucks (which can be converted into coins at a rather exhorbitant exchange rate).  Accumulating coins for a large purchase (Airport, Recycling Center, etc.) takes a very long time when the residents are clamouring constantly for upgrades to city services (police, fire, health, water, power, and waste disposal).   Visitors arrive frequently to request products in exchange for coins: some of these are products you badly need to expand your city or storage, but sometimes the prices they offer for common items are well above market value (but you have no way of knowing that without taking notes; another design flaw).

Lack of resources is a common flaw in many FTP games; not only are the resources inadequate in general, but frequently there are three resources needed to complete various tasks, and one of the three always seems in especially short supply (e.g. red building tickets in Train Station 2).   In Spring Valley, factories are a serious bottleneck, partly because many factories are overloaded with too many different items (in kind and quantity) to make, partly because they require resources which have to be dug up with limited energy, and also because you can only run factories simultaneously if you have enough power, which is slow to build up.    Critical items (such as hammers) needed for building certain items are in constantly short supply because they can only be obtained from special bulletin board orders.  Postcards needed to raise friendship levels are also hard to get because they can only be obtained one at a time from filling (some) airplane orders.  Airplane orders are very similar to those in Township and SimCity, but much harder because you have no help from outside friends, coupons, or a marketplace where you can buy needed items.    You have to make everything needed for the orders, and they are usually not common items.

Minigames

The minigames in Township are generally awful: the Match-3 and Match-2 games are among the least enjoyable I have played: random, gimmicky, and overly dependent on various powerups (both those created in play and extra powers randomly received as gifts).  There are three levels of difficulty: normal, Hard, and Super Hard, but there is no consistency in how they are labelled: I have taken dozens of tries to solve many normal levels, and occasionally solved a Hard or even Super Hard on the first try with moves to spare.  On the other hand, some of the Super Hard (and even Hard) levels are almost impossible to complete without spectacular luck (having the strongest powerups occur at random), using several of the extermal powerups (e.g. wiping out an entire row or column), or buying extra moves at the end of a game when you are close to victory.   There are very few levels of medium difficulty: almost all of levels labelled normal are either ridiculously easy (and often too short to accumulate much for the campaign tasks) or much too hard, with most of the playing field locked up at the start, and a very limited number of moves to complete the level.   Explosive powerups are placed at the beginning of a level when the previous level was won, or when the player selects them before starting, but these sometimes don't help at all   Often they are placed in a spot which breaks up a large existing color group, or the level is so constricted at the start that exploding them has little value, or there may be no other moves available, so you have to waste them immediately (the game only shuffles tiles when no moves at all are available, which happens far too often).

One of the nastiest tricks Township plays is to stick you in a nearly impossible Super Hard level, needing e.g. blue tiles for one of the three current Event tasks, but finding there are no blue tiles at all in the level (and there is no way to skip a level; you must complete it, even if you have to pay 10, 25, or even 45 bucks for extra turns).  One on occasion this happened to me on three consecutive levels.  One bizarre flaw is that when you run out of moves, a message pops up which covers most of the screen, asking if you want to buy more moves.  But it is hard to see whether you are close enough to make it worthwhile when the playing field is almost completely covered!   Surely players would be more apt to spend greenbucks if they could tell how close they were to finishing.  

The mining subgame, which runs continuously, has an automatic scrolling feature which has a serious flaw: when there is a long cascading series of explosions, ore you have uncovered may scroll vertically off the screen before you can collect it.   Giving the player manual control over scrolling would eliminate this problem and increase skill by allowing more planning ahead.   The mining game is rather dull, even if you use the powerup which allows you to see all the hidden ore and tools.   The icon for the pickaxe is inexplicably large and harder to place accurately.

The silliest Township minigame is Pirate Treasure, which allows you to accumulate prizes (coins, resources, and eventually greenbucks) by randomly picking cards from a selection of four cards.  One of the four cards is a Black Mark card (actually purple) showing crossed cutlasses; drawing this card loses all of the accumulated prizes, unless you pay a substantial number of greenbucks to continue.   There is a prize of 500 greenbucks if you make 30 successful picks in a row: the odds of this without paying to continue is about 1 in 5600, assuming the game is random.

Friends and Trading

Township has a decent interface for adding friends to the game (they can be added in-game, and the game itself gives friend requests).   This gives you lots of people you can help (and ask for help) with orders, and you can also join a co-op which may have up to 30 people who act as additional friends, and allow you to compete in regatta competitions.   The interface for dealing with co-op members is far superior to the one for friends: you can request specific items from your co-op, and fill others' requests without even leaving your city.   You can only help non-co-op friends by periodically sifting through their requests for help in filling individual orders for trains, plains, and zoos, which is very time-consuming.

SimCity's interface is terrible, requiring you to go through Facebook, or sending an invitation code to your real-life friends and acquaintances.  There are clubs you can join, but I can't even see how to invite fellow members as friends.  SimCity also has a terrible mechanism, the Global Trade HQ, for buying and selling items.  You cannot directly sell items (as you can in Township) or even dump them (as you can in Train Station 2) to make room in City Storage: you must put them up for sale (up to five at a time) in one of your six initial slots; this removes them from your storage quota, but you have to wait for someone to buy them before getting coins for them.   [You can buy extra permanent trading slots for 10 greenbucks each.]   In order to buy items, you have to look through 20 items at a time being advertised for sale (usually clogged with irrelevant junk or multiple copies of easy-to-make items): you cannot request a particular item.   If you find something you want to buy, you have to travel to another player's city (slow again), where you can buy that item (sometimes sold before you arrive) and anything else they have for sale.   You can also sometimes get a parting gift, but you have to scroll around their city (luckily faster than scrolling your own, since there are no menus or messages to interfere), looking for a Gift icon which is the same light blue color as the For Sale icon (why not use a different color?).

Many games provide (once a day or so) ships, planes, or other conveyances which can be filled with orders and sent off when full.  Most games handle this well, allowing individual crates to be filled as orders are completed.  Rail Station 2 badly botches it, however, requiring the entire order (sometimes 400 items or more!) to sit in the player's storage until the entire order is complete.   It also has a conceptual flaw: manufactured items take up the same amount as space as the raw materials used to make them, so you cannot save storage space by manufacturing items, as you can in most games like Township and SimCity; the only way to gain space is by shipping items out, or actually throwing away items from storage (they can't be sold).   Making the matter even worse is that items can only be manufactured in large batches, increasing the pressure on the storage limit, and there are severe constraints on what trains can be used to fill particular orders, making it much harder to gain space by filling multiple orders (there is also a limit on the number of dispatchers, which controls how many trains can be sent at a time).   All in all, Rail Station's production and storage system is a disaster.

Cloud Storage

I never got a clear answer to where my game data was being stored, but I lost all of my data (and all of my progress) at different times for both Plants vs. Zombies 2 and SimCity BuildIt, and had to start over from scratch in both cases (at least Google Play preserved my upgrade purchases for PvZ2).   If it was being stored on the internet, why did I have to backup all of my data when upgrading BlueStacks?   If it's stored on my PC, why did I have to be online continuously?   And in either case, why was my data lost?

Anti-Social Social Games

Although a number of games, e.g. Township, Seaport, and SimCity BuildIt, are billed as social games (and give some opportunity to interact with other players in-game), they provide no mechanism to contact people outside the game (through e-mail, Facebook, Google, or other means), and actually discourage players from giving out personal information, even something as trivial as an e-mail address.   Some games even limit the number of in-game friends to a relatively small number of people, to protect profit, as friends can help achieve goals which would otherwise need resources that must be bought.

The State of Play Today

Most of the games I am interested in today which run on Windows PCs are card solitaire packages (such as Pretty Good Solitaire and BVS Solitaire) and puzzle games (e.g. Everett Kaser's series of logic puzzles, notably Sherlock and Honeycomb Hotel).  The field of solitaire adventures seems completely dominated by clones of Nestor (pair matching) and Golf (sequence discarding), most of which consist merely of a series of different layouts with a loose theme connecting them.   In the field of regular solitaire apps, there are a flood of alternate versions of popular games: FreeCell alone has over 250 versions on Android, not even counting omnibus packages which include it.   It's not clear to me why anyone would put up a new version of Klondike or FreeCell on Android or iOS unless it had some really startling new features.  Match-3, Match-2, and Hidden Object games also rely heavily on the same mechanisms repeated over and over: I have played a number of these, and it is rare to see something really original.

Copyright ©2024 by Michael Keller. All rights reserved.  This article was edited most recently on August 10, 2024.