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Plants vs. Zombies

A tower defense game where you grow plants to stop zombies.

3 sources3 tips

Where Plants vs. Zombies comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator 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 Design
In short

Plants 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.

At a glanceSunflowers make players trade attack power against income
Plant a sunflower
  • Generates income
  • Adds no defence
Plant an attacker
  • Adds attack power
  • Gives up income

Players must choose between income and defence

From Mark Brown's list of games that taught game design

What was said about Plants vs. Zombies

  • 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.

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