Most food will start rotting after a certain amount of time and eventually decay.
Salting and pickling food will make it last much longer without rotting.
Granger wrote:Fuck off, please go grow yourself some decency.
strpk0 wrote:Don't forget smoking and drying
shubla wrote:https://www.havenandhearth.com/forum/viewtopic.php?f=48&t=53564&p=709929&hilit=spoil#p709929
please use search function
even has a comment by jorb!
Farmville is not a good game. While Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?
One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest. This seems plausible enough: people work over time to develop something, and take pride in the fruits of their labor. Farmville allows users to spend their in-game profits on decorations, animals, buildings, and even bigger plots of land. So users are rewarded for their work. Of course, people can sidestep the harvesting process entirely by spending real money to purchase in-game items. This is the major source of revenue for Zynga, the company that produces Farmville. Zynga is currently on pace to make over three hundred million dollars in revenue this year, largely off of in-game micro-transactions.[10] Clearly, even people who play Farmville want to avoid playing Farmville.
The players log in regularly to live out a virtual farmer’s life. Such games are designed such that it demands lots of time and dedication on behalf of the user. The crops on Farmville grow on real time and tend to wilt if not taken care of in a proper manner. I have heard people saying that they wake up in the middle of the night to tend to their crops.
Now that I think of it, I can’t believe I chose to plant virtual crops and wait for hours (or days) for them to bear fruit instead of slaying dragons or taking a virtual McLaren for a spin. Sure I did those too, but none of those games kept me on a leash with timers and promises of more rewards for consistent play. It’s a pity that these chains form the foundation of a good chunk of videogames today. The advent of mobile gaming ushered in a tide of games that tried to replicate what Zynga did, with varying degrees of success. After the success of FarmVille, most of Zynga’s games were merely cosmetic reskins with the same tricks underneath, racking up millions of dollars in the process. The same can be said for most of its competitors.
2009’s Facebook was a very different place. Few platforms have gathered such a wide audience, one that had very little to do with gaming. And with tactics that seem downright predatory, Zynga found itself at the brunt of criticism every now and then. Engineering a sunk cost fallacy while offering paid options that gave players a competitive advantage didn’t exactly sit well with gamers. Nonetheless, it's surprising to see a game subvert expectations: an escape from reality soon became one of dread over missed obligations.
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