An experiment in fail? or how being anti-social in social rpg’s makes for a lonely, lonely world
So far, no one has decided that I’m worthy enough to friend in Zynga’s Mafia Wars, so I’ve decided to add their clone of Playfish’s Restaurant City, Cafe World. Like Restaurant City, Cafe World features a player-run restaurant in which you cook dishes and have your friends serve guests. There are a number of differences and improvement over Restaurant City. For example, your staff don’t get tired from working; as long as you have food, you will not have to check your cafe every hour or so to boost your staff’s energy. Dishes are also ingredient-prepared, meaning: you have to click your stove to “add an ingredient” magically several times when you begin to cook a fresh dish. Friends can also send you drink gifts which, when used, will take additional money from each sitting guest.
As in Restaurant City, Cafe World is dependent upon friends. To get staff, you need to select from one of your friends. The good thing is that they don’t have to already have the Cafe World installed; it’s not at all a requirement. But what if you’re a lone experimenter who lacks any friends? What happens then?
Game over. That is, until I actually have at least one friend. Total show stopper. I don’t think Zynga or any game designer who has this kind of game feature considered a loser such as myself.
I guess I can’t play until I have a friend to hire. As it is, I can’t do anything. Logging back into the game returns me to the above screen. My restaurant sucks, and I haven’t even opened, yet! I guess that means I can’t play Restaurant City, either.
The main theme of this year’s