We Rule is a beautifully presented Farmville clone for the iPhone with a compelling medieval theme, period soundtrack, and addictive gameplay. The player begins the game with a modest encampment which can be upgraded multiple times over the course of the game until it becomes a relatively intimidating castle. Castle upgrades are purchased using gold which is generated by constructing a thriving town. Planting crops, building tailor shops, lumber mills, wizard dens, housing for your citizens, and a ton of other structures all provide gold and/or experience. Creating or transplanting an active social network is the most efficient way to accomplish your tasks, because other players can put in orders for your goods simply by tapping on one of your shops (which conveniently sends an opt-in PUSH notification). They will do this repeatedly too, and so will you, because there is no work involved whatsoever, just time. You see, each task requires a predefined duration, from seconds to hours. Welcome to OCDville, please enjoy your stay!
Each time you level up, you are provided a small amount of “Mojo” which allows you to complete a task immediately. You can also buy your way to stardom by purchasing Mojo directly from ngmoco:) from within the app (which ca benefit both you and your friends, incidentally). This business model is being called “Freemium”, because the game is free to play for everyone and it is a premium title from a proven developer, but if you want access to content faster, you can buy it. I don’t typically talk much about app pricing, because it varies so much, but I thought this was worth mentioning, because ngmoco:) has stated that all of their games from now on are going to use this model. They’ve gotten some bad press for the decision, but to me the game is significantly better than most of the free games on the app store and if you want to support the company by purchasing Mojo, it’s your decision.
There are a few improvements that I think could be made to the game, primarily in the area of user interface and networking. There are no tool-tips to guide your purchasing, which was a major feature to overlook, because you want players to feel like they are making interesting decisions, even if all roads lead to gold and XP. Another missing feature is an “Achievement Earned” pop-up and the Achievements themselves are somewhat uninspired, as well. Moving buildings around is fairly cumbersome process too, but I’ll give them a break, since there is no associated cost to do so or frequency limitation. Just like any server-based game with a large player base, there were connectivity issues early on, but the company spokesperson did an excellent job of addressing the community and the team is burning through the issues as fast as possible.
I like the game a lot, after playing it for a couple weeks. One reason is that it provides a nice outlet for creativity, because there are all sorts of ways to decorate your town; several types of trees, lakes and rivers, picnic tables, windmills and water towers, rune-stones, banners, flowers, and the list goes on. This is in addition to the income-generating shops you can purchase, of which there are many (I’m saving up for the Dragon’s Lair!) There are also ways to min-max the system, so there is room here for math fiends as well. The artwork is cute without being cutesy and when you build your bakery and see a teeny-tiny little chef wandering around town, it really sells the theme. We Rule is an excellent entry into the social gaming market on the iPhone that is well worth a look.