The Pioneer Trail

Last updated
The Pioneer Trail
The Pioneer Trail Logo.jpg
Developer(s) Zynga East
Publisher(s) Zynga
Platform(s) Facebook
ReleaseJune 9, 2010
Genre(s) Simulation, RPG
Mode(s) Single-player with multiplayer interaction

The Pioneer Trail, formerly known as FrontierVille is a defunct simulation, role-playing video game available for play on social networking sites such as Facebook. Developed by Zynga, and launched on June 9, 2010, it was a freemium game, i.e. free to play, but with the option of purchasing premium content. [1] The game was shut down on April 30, 2015. [2]

Contents

FrontierVille was the first game developed at Zynga East, Zynga's Baltimore studio led by Brian Reynolds. [3] Reynolds was deeply involved in the project and has been credited as its lead designer. [4]

The game reached 20 million monthly active users and 6 million daily active users within five weeks of launch. [5] During the 14th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated FrontierVille for "Social Networking Game of the Year". [6]

Gameplay

In art treatment and gameplay, The Pioneer Trail was very similar to one of Zynga's most popular games, FarmVille. Instead of a farm, however, the player played the role of a pioneer in the "American Old West."

The player created an avatar which resembled an American pioneer. The player then may have completed a total of innumerable collections which could be traded for coins, "experience points" (XP), decorations, livestock, trees, craftable items, energy and horseshoes (rare money that can be bought with real money). The player could also finish goals which included 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 such as bears, snakes, foxes and/or groundhogs. Eventually, the player would have acquired a spouse and up to four children. The player could have the other family members perform tasks. They could perform tasks simultaneously with their spouses and children, but the player risked being "kicked off" the game.

Other tasks included collecting from buildings, building inns, wagons, general stores, log cabin, schools, chicken coops, barns, trading posts, barber shops, churches, and sawmills as well as seeding, growing and harvesting crops. Completing goals yielded rewards for the player. One early source of game points, which was changed by Zynga, was for the player to build as many chicken coops as possible. One noted player managed to build 28 upgraded chicken coops. The chickens became ready to feed every 30 minutes, but the chicken coops could only allow the stored chickens to be fed only once in a 24-hour period. Having more than 24 allowed the player to feed all of their chickens for free every 30 minutes, which gave the player added coins, collection items and game points. Feeding coops as often as possible did elevate the player's game level in a shorter time. Sometimes, players could set their own goals, such as surpassing a billion coins, or saving over a million food points, or growing over 1300 horses on their land. One player of note, had passed over 1.2 billion coins, 13 million food points and over 1300 grown horses on his land, when the game was removed by Zynga. Horses were fed for free and gave between zero points to four points of energy. The upgraded barn could hold 1000 cows of various types, 1000 horses, and 1000 mules.

Coins enabled the player to purchase decorations, buildings, crops, trees and animals. Horseshoes, which could be earned during the playing of the game, or purchased through real-world credit cards, enabled the player to buy mules, horses, paint buckets, hand drills, nails, bricks, hammers and other assorted crops or items. These items were essential for completing certain goals. Friends could also send these items as gifts to the player.

Crops could also be planted and had to be harvested before they withered. As in FarmVille, the withering time of a particular crop was twice the maturation time. Also, as in FarmVille, crop maturity varied from five minutes for clover, to four days for peanuts. Crops with longer maturation times provided larger payoffs. Harvesting could trigger encounters with groundhogs, which needed to be clobbered to avoid using extra energy within their area of influence. Clobbering or scaring off pests and harvesting crops yielded coins, XP and food. Food was used to get energy, which was necessary to do any action in the game except for planting crops. Energy could be purchased in exchange for food or horseshoes. Every five minutes the player gained one energy unless the player had surpassed their energy limit. When a player ran out of energy, they could either purchase more energy with food or horseshoes, wait for their energy to build up, or feed their horses again if they possessed the right collection. They could also gain energy by visiting their neighbor's farms and performing up to five tasks daily on each neighbor's homestead.

Animals could be purchased, gifted, or gained through specific collections and fed routinely for resources, or sold outright for a large one-time reward. They started out as juvenile animals and, except for race horses, needed to be fed several times (which were set by the game's rules) to grow into adults. There were two main types of animals. Mammals included goats, sheep, pigs, cows, oxen, mules and horses and birds such as chickens and geese. Mammals took somewhat longer to grow to adulthood and produce resources but generally provided a larger payoff. Birds took less time to grow and produce resources, but there was a chance of triggering a fox encounter when they were fed. Unless the fox was clobbered, all birds within its area of influence (as seen with a red aura) could only be sold (i.e. hunted), not harvested.

Players could also plant fruit trees. Cherry, apple, pear, peach, and apricot trees were available. They were bought as seedlings and needed to be watered in a specific time period (in a manner similar to feeding the animals) to reach their full growth. They provided somewhat fewer resources than crops and animals did, but they never withered or were at risk for triggering the appearance of a pest.

Reaching a higher experience level or leveling up, rewarded the player with full energy, more coins, or sometimes advanced the limit of a player's maximum energy. Leveling up occurred by accumulating experience points (XP). Experience points were earned by doing most actions in the game.

Initially, oak trees, pine trees, grass, cacti, wildflowers, rocks, and cow skulls filled the player's homestead. At least some needed to be cleared to obtain usable land. Chopping down trees yielded one to three wood, which was needed to construct buildings. Chopping down trees often triggered a bear encounter. Bears, while harmless (as there was no real danger in the game), prevented the player from doing some things. They were removed by scaring them off, which expended energy, but yielded rewards such as coins, food, xp, etc.). Clearing land could also trigger a snake encounter, which was handled in the same manner as a groundhog encounter.

Collections were an intrinsic feature of the game. Collection items were found or given by the game while doing most actions in the game (feeding animals, harvesting crops, or clobbering pests). Collection items were automatically added to collection sets. When a set was complete, it could be redeemed for in-game rewards, such as food, energy, XP, etc. The player could request collection items and could receive them as gifts via neighbors or Facebook friends who were playing the game).

Most, if not all, players' homesteads contained, at one time or another, one glitch or another. Sometimes, certain items such as trees or animals would disappear. As the game progressed, real help was available to players with problems from real Zynga personnel but this asset was disbanded when perhaps the costs of time and salaries exceeded the need to help players with glitches in the game.

[7]

Pioneer Trail

This expansion was rolled out in August 2011. The gameplay flows in the same vein as the 80s educational game, The Oregon Trail . Players followed a story line of a rescue mission. [8]

Related Research Articles

<span class="mw-page-title-main">Animal husbandry</span> Management, selective breeding, and care of farm animals by humans

Animal husbandry is the branch of agriculture concerned with animals that are raised for meat, fibre, milk, or other products. It includes day-to-day care, management, production, nutrition, selective breeding, and the raising of livestock. Husbandry has a long history, starting with the Neolithic Revolution when animals were first domesticated, from around 13,000 BC onwards, predating farming of the first crops. By the time of early civilisations such as ancient Egypt, cattle, sheep, goats, and pigs were being raised on farms.

Story of Seasons, known in Japan as Bokujō Monogatari and formerly known as Harvest Moon, is an agricultural simulation role-playing video game series created by Yasuhiro Wada and developed by Victor Interactive Software. Story of Seasons was the first game to be released under the new international series title of the same name.

<i>Harvest Moon: A Wonderful Life</i> 2003 video game

Harvest Moon: A Wonderful Life is a video game that was released in Japan in September 2003 and March 2004 in North America for the GameCube. It was developed and published by Marvelous Interactive, and is part of the long-running Story of Seasons series of video games. The GameCube version offers connectivity with the Game Boy Advance game, Harvest Moon: Friends of Mineral Town.

<i>Harvest Moon 64</i> 1999 video game

Harvest Moon 64, released in Japan as Bokujō Monogatari 2 (牧場物語2), is a 1999 farm simulation video game developed by Victor Interactive Software for the Nintendo 64 console. It was published by Victor Interactive in Japan and by Natsume Inc. in North America. It is the third game in the Story of Seasons series.

<i>Harvest Moon 2 GBC</i> 1999 video game

Harvest Moon 2 GBC, released in Japan as Bokujō Monogatari GB2 (牧場物語GB2), is a farm simulation video game for the Game Boy Color developed and published by Victor Interactive Software, and the second portable game in the Story of Seasons series. The object of the game is to cultivate a farm to prevent the land from being used to build an amusement park. As with the previous game, the player may choose to play as a boy or a girl.

<i>Horseland</i> 1998 video game

Horseland was an online community and browser game where members took care of, bred, trained and showed horses and dogs. Begun in 1994 in the United States, Horseland had grown to have more than 8 million users who played from all over the world. Most of the players were females from age 10 to 22, although a number of adults played the game. In September 2006, an animated cartoon series based on the website was launched in the United States. The cartoon is now distributed around the world. The game is no longer online, having closed sometime in April 2019.

<i>Harvest Moon: Animal Parade</i> Video game

Harvest Moon: Animal Parade is a farming simulation role-playing game by Marvelous Entertainment released for Nintendo's Wii console. It is the second title for the Wii in the Story of Seasons series, and has the same characters as Harvest Moon: Tree of Tranquility. It features many animals, all of which the player can ride, including circus animals.

<i>Mafia Wars</i> Video game

Mafia Wars is a defunct freemium multiplayer social network game created by Zynga. Players assume the roles of gangsters while building their own Mafia-type organization. The players fight and "rob" other players online - completing jobs, missions, and operations to gain rewards and strength in an endless game.

<i>FarmVille</i> 2009 video game

FarmVille is a series of agriculture-simulation social network games developed and published by Zynga in 2009. It is similar to Happy Farm and Farm Town. Its gameplay involves various aspects of farmland management, such as plowing land, planting, growing, and harvesting crops, harvesting trees and raising livestock. The sequels FarmVille 2 and FarmVille 3 were released in September 2012 and November 2021, respectively.

<i>FishVille</i> Video game

FishVille is a defunct real-time aquarium simulation game developed by Zynga, it was available as an application on the social-networking website Facebook. The game allowed members of Facebook to manage virtual aquariums by rearing fish. As of October 2011, FishVille had 1.6 million monthly active users. The game was discontinued on December 5, 2012.

Treasure Isle is a defunct browser-based video game by Zynga for Facebook, launched in April 2010. It allowed users to dig for treasure on various islands. The game was discontinued on December 5, 2012.

<i>We Rule</i> 2010 video game

We Rule was a free-to-play mobile game developed by Newtoy and published by ngmoco for iOS and later on Android. It was available for download on the iPhone, iPod Touch and the iPad on the App Store or iTunes, and attracted many users since its release in March 2010. Although a free app, customers were able to buy in-app purchases; as of April 2010, it was the highest-grossing free-to-download game for the iOS. Within weeks of release, We Rule was estimated to have been downloaded millions of times, with approximately two million user sessions per day. Its gameplay was in part inspired by the Zynga game FarmVille.

<i>CityVille</i> 2010 video game

CityVille was a casual social city-building game developed by Zynga, and released in December 2010.

YoWorld is a browser-based virtual world game which was released on May 8, 2008. It is developed by Big Viking Games. The game operates on the freemium model, and is supported through microtransactions, as well as a voluntary in-game ad program. The game itself is free-to-play, however, players can purchase in-game currencies or enroll in special programs and offers to improve their game-play experience or help them progress faster, using real money.

<i>Ravenwood Fair</i> 2010 video game

Ravenwood Fair was a social network game on Facebook designed by John Romero and developed by Lolapps. Ravenwood Fair was launched on the Facebook platform October 19, 2010. The game closed down on July 18, 2013.

<i>RewardVille</i> Retired virtual game currency

RewardVille is Zynga’s defunct virtual in-game currency and rewards program. Launched in March 2011 and retired on 5 December 2012, the program allowed players to earn exclusive Zynga-specific points and coins that could be spent within Zynga games or used to unlock virtual goods for use in the games or to gift to other players. Players collected “zCoins” currency and “zPoints”, which could be used to upgrade a user's Zynga status. Players could earn as many as 80 zPoints per game or 300 zPoints total in one day, by playing Zynga games.

<i>CastleVille</i> 2011 video game

CastleVille is a defunct social network game made by Zynga's Dallas studio and was released in November 2011. It combined a number of elements from the company's other "Ville" range of games. On launch it had received a million "likes" on Facebook. By the end of its first month, it had become the fifth most popular game on Facebook with 26.5 million players. The game was a freemium game, meaning there is no cost to play but players have the option of purchasing premium content.

The Ville is a defunct game by Zynga released on June 30, 2012 in which the object was to earn experience points by building a house and talking with neighbors.

<i>ChefVille</i> 2012 video game

ChefVille is a defunct multiplayer restaurant simulation social network game created by Zynga. The game was announced at Zynga's June 2012 Unleashed event, debuted August 2012 on Facebook, and was released October 3, 2012 on Zynga.com. Within the first month of its release, ChefVille had become the No. 1 Facebook game. As of early October 2012, ChefVille had more than 4.8 million daily active users (DAU) and more than 45 million monthly active users (MAU).

<i>Party Place</i> 2012 video game

Party Place was a virtual party simulation and social game developed by Zynga. It is the company's first 3D mobile game. Party Place launched globally December 6, 2012 for iOS and Android devices.

References

  1. Peckham, Matt, PCWorld. "Zynga's Wild, Wild Western FrontierVille Launches." June 9, 2010.
  2. Shaul, Brandy (March 23, 2015). "Zynga to Shutter Six Games – Including Pioneer Trail". Adweek.
  3. Takahashi, Dean, Venturebeat.com. "Gaming legend Brian Reynolds on how FrontierVille might change Zynga." October 18, 2010.
  4. "Game Industry Legends: Brian Reynolds". GamesIndustry.biz. Retrieved 2017-11-12.
  5. Kincaid, Jason. "Zynga's FrontierVille Hits 20 Million Monthly Users". TechCrunch. Retrieved 2017-11-12.
  6. "2011 Awards Category Details Social Networking Game of the Year". interactive.org. Academy of Interactive Arts & Sciences . Retrieved 20 November 2023.
  7. Real-time play for approximately four years. Amero, Alexander, Games.com. "FrontierVille: Everything you needed to know." June 9, 2010.
  8. Tecca, Yahoo! News. "Zynga’s Pioneer Trail: Like Oregon Trail without the dysentery." August 15, 2011.