FarmVille
Pioneering freemium social farming game on Facebook.
FarmVille is a series of agriculture-simulation social network games developed and published by Zynga beginning in 2009. It became one of the first major freemium games, allowing free play while encouraging purchases of in-game currency with real money. At its peak in March 2010, it had 83.76 million monthly active users, making it the most popular game on Facebook for over two years.
- Developer
- Zynga
- Initial release
- 2009
- Peak monthly active users
- 83.76 million (March 2010)
- Peak daily active users
- 34.5 million
- Platforms
- Facebook (Adobe Flash), MSN Games, iOS (2010)
- Sequels
- FarmVille 2 (2012), FarmVille 3 (2021)
- Discontinuation
- December 31, 2020 (first FarmVille on Facebook)
Lore & Background
FarmVille was developed internally by Zynga, inspired by the Chinese browser game 'Happy Farm'. The game used Facebook's then-new API access to exploit player interconnectedness. Gameplay involved plowing land, planting and harvesting crops, raising livestock, and managing a customizable avatar. Players earned experience points and leveled up, unlocking new items purchasable with Farm Coins or Farm Cash. Farm Cash could be bought with real money or earned through leveling up and completing offers. Social interaction was central: players could add neighbors (including non-Facebook friends), visit farms, send gifts, and join co-ops. The game demanded frequent returns to prevent crops from withering, driving engagement on Facebook.
Reader's Guide
FarmVille's significance lies in its role as a landmark freemium social game, demonstrating how free-to-play mechanics combined with social network integration could generate massive user bases and revenue. It held the title of Facebook's most popular game for over two years, peaking at 83.76 million monthly active users in March 2010. Its design—requiring frequent returns and encouraging players to recruit friends—influenced countless later social and mobile games. However, it also drew criticism: Time magazine called it one of the '50 Worst Inventions' for being addictive and mindless; game designer Jonathan Blow criticized it for exploiting friends and demanding excessive commitment. The satirical game Cow Clicker was created in response. FarmVille's decline began after 2011, and by 2016 it ranked 110th in daily active users. Its discontinuation in 2020 was tied to Facebook ending Flash support. The franchise continued with FarmVille 2 and FarmVille 3, the latter focusing on mobile devices.
Did You Know?
- FarmVille was one of the first major freemium games, encouraging players to spend real money on Farm Cash to progress quickly.
- At its peak in March 2010, FarmVille had 83.76 million monthly active users and 34.5 million daily active users.
- The game was discontinued on Facebook on December 31, 2020 because Facebook stopped supporting Flash Player.
- FarmVille won 'Best Social Game' at the 2010 Game Developers Choice Online Awards.
Frequently Asked Questions
What is FarmVille and who made it?
FarmVille is a virtual-farming simulation where you plant crops, raise livestock, and trade with friends on a social network. Zynga developed and published the title, first releasing it in 2009.
How big was FarmVille at its peak?
In March 2010 the game logged 83.76 million monthly active users and 34.5 million daily active users. It stayed the most-played title on Facebook for more than two years straight.
What platforms was FarmVille available on?
The original launched on Facebook via Adobe Flash, with additional versions on MSN Games and an iOS port arriving in 2010. All releases were built around social-network interaction rather than standalone play.
Did FarmVille get any sequels?
Yes—Zynga shipped FarmVille 2 in 2012 and FarmVille 3 in 2021, each refreshing the visuals and adding new farming mechanics while keeping the core loop of planting, harvesting, and social trading.
Why is FarmVille considered a landmark in gaming history?
It is widely credited as one of the first major freemium social games, proving that a free-to-play model with optional real-money purchases could sustain a massive audience. Its commercial success essentially set the template for the social-casual genre that followed.
More in Social casual games 1-24
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
