For this cast, I finally had a chance to sit down with the creator of Plants vs. Zombies George Fan to discuss game design.
This week’s Dissecting Design takes a look at Plants vs Zombies, and how Popcap created a game for all skill levels. I talked about the design, UI, and progression model that allowed for expert players to find challenge while still allowing someone brand new to learn how to play a tower defense-styled game. For more info on Plants vs Zombies’ design, check out the presentation that the designer gave about the game: http://www.gdcvault.com/play/1015541/How-I-Got-My-Mom
Star Vikings is an interesting game designed around not just unique game elements, but the accessibility that made Plants vs. Zombies famous. While the game may not hit the same notes as PvZ, it’s an enjoyable game that anyone can play.
A measure of a great video game is having a proper pace throughout the experience: Where the game is moving quick enough to keep the player invested, but not so fast that they start to fall behind either narrative or design wise. For today’s post, I want to take a look at two extremes and the pros and cons behind front-loading your game or going the slow burn approach.