A tower defense game where you grow plants to stop zombies.
Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game Design
Gcreator of Game Maker's Toolkit testCan we Improve Tutorials for Complex Games?
Gcreator of Game Maker's Toolkit testThe Two Types of Random in Game DesignPlants vs. Zombies teaches unit types and economy through sunflowers, which force a trade between attack and income. Designer George Fan held that willingness to learn grows with investment, and it never explains that a metal bucket beats a plastic cone, since players know materials. Its visible wave preview made perfect defence easy and play flat. Teach late, borrow real-world knowledge, and cap what players can foresee.
Players must choose between income and defence
From Mark Brown's list of games that taught game design
Sunflowers make players trade attack power against income. Plants vs. Zombies uses sunflowers to teach unit types and economy balance. Every sunflower planted generates income but adds no defence, so players must choose between the two.
Mark Brown lists it among the games that taught him game design.
Plants vs. Zombies teaches late and leans on what players already know. Designer George Fan argued that a player's willingness to learn grows with their investment, so lessons should come once the player is invested. The game never explains that a metal bucket is tougher than a plastic cone, because players already know how those materials behave.
Fan's line: "a player's willingness to learn grows along with their level of investment." Splitting lessons up lets players start the real game almost immediately.
Showing the upcoming zombies makes a perfect defence too easy. Because the wave is visible, players can plan a flawless defence and play turns flat. It is cited as an example of giving the player too much information.
The comparison is with Into the Breach, where full enemy transparency can mean 10 to 20 minutes of staring per turn. The lesson is that drama comes from plans getting disrupted.
It teaches unit types and economy balance, since sunflowers force a trade between attack and income.
Sunflowers make players trade attack power against income. Plants vs. Zombies uses sunflowers to teach unit types and economy balance. Every sunflower planted generates income but adds no defence, so players must choose between the two.
Mark Brown lists it among the games that taught him game design.
Designer George Fan argued a player's willingness to learn grows with their investment. It never explains that a metal bucket is tougher than a plastic cone, because players already know how those materials behave.
Plants vs. Zombies teaches late and leans on what players already know. Designer George Fan argued that a player's willingness to learn grows with their investment, so lessons should come once the player is invested. The game never explains that a metal bucket is tougher than a plastic cone, because players already know how those materials behave.
Fan's line: "a player's willingness to learn grows along with their level of investment." Splitting lessons up lets players start the real game almost immediately.
Shows the coming monsters, so a perfect defence is easy and play can turn flat, an example of too much information.
Showing the upcoming zombies makes a perfect defence too easy. Because the wave is visible, players can plan a flawless defence and play turns flat. It is cited as an example of giving the player too much information.
The comparison is with Into the Breach, where full enemy transparency can mean 10 to 20 minutes of staring per turn. The lesson is that drama comes from plans getting disrupted.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.