Deconstructor of Fun breaks down successful free-to-play games in search of what makes them fun - or not. All of the contributors khổng lồ this site are both gamers and game makers.Bạn đã xem: Luyen trò chơi plants vs zombies

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Personally, I think that Plants vs. Zombies 2 (PvZ2) is a great game. The trò chơi has kept all the good from the first episode & spiced it up with new content as well as features lượt thích map & gesture operated power-ups. The biggest change of the sequel though is that it went from paid to lớn free. Và as you know, this blog is all about the trò chơi mechanic.

In hindsight, it seems that dropping the price tag was a smart choice as PvZ2 broke briefly into top20 crossing on iPhone and iPad. This is a good result from an essentially paid game, but top20 isn"t probably something PopCap và EA was expecting. Given the promotion power, EA possesses, not breaking top10 grossing is an evidence that PvZ2 monetizes portly.

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In this post, I’ll present the 4 main reasons why PvZ2 is unlikely to ever reach top10 grossing on iOS.

1. Unsuitable for Different Play Environments

People play điện thoại games in the comfort of their home, where they have plenty of time and limited amount of sudden và unexpected distractions. But apart from home, games are also played while commuting, at work và in the solitary of the bathroom (source: Tech Crunch). Because of different play environment session length and the amount of concentration trò chơi demands can be seen as a crucial factor.

As a developer you have two choices. Either kiến thiết your game so that it suits different environments thus enabling players lớn enjoy it throughout their days và fill up their free moments with a few minutes of fun. Or you can ignore this fact of different play environments and just hope that players will launch you trò chơi when they get back home or into the bathroom – assuming of course that they won’t continue playing that other game they have been playing throughout the day.


Each màn chơi takes a lot of time và demands 100% concentration making PvZ2 unsuitable for quick trò chơi sessions in places with a lot of distractions.

PvZ2 is a good example of ignoring different play environments. First of all the session are always long. It takes around 4 minutes to lớn give one cấp độ a go. That’s long comparing lớn a minute it takes to thất bại a life in Candy Crush Saga. Secondly playing PvZ2 demands absolute concentration, finger speed and both of your thumbs. Look away & you lost a Sun. Keep looking away and you’ve failed a level. It’s just not the kind of a trò chơi you want to play while commuting or when there’s a risk of distraction.

Now don’t get me wrong. I’m not saying that in order to succeed, smartphone game has lớn be similarly playable in all environments. Many titles avoid this problem simply by creating different of play sessions. For example in Clash of Clans attacking requires a lot of concentration as a missed tap results easily in a defeat. But collecting resource building, training troops as well as chatting with the clan can be done easily on the go.

2. Lack of Social Gameplay

Playing a trò chơi with real people, preferably someone players know, is essential for retention và monetization. Imagine tốt Day without the ability to lớn trade goods with other players? How about Candy Crush Saga without the progression map showing how far your friends have progressed & how they have faired on each level.


Despite Facebook Connect and beautiful progression map, there are no social elements in PvZ2.

3. Fear of Disappointing Players

According khổng lồ the freemium mantra, games have to lớn be easy lớn get into, constantly rewarding and leave players with a feeling of achievement after each session. Games lượt thích FarmVille, Sims Social và Hay Day followed this mantra successfully. They made sure that people new khổng lồ games enjoyed playing them. They made sure that it is essentially impossible for players to lớn ‘lose’. In short, these games aren’t about skills. Players’ success và progress simply correlate with time spent playing the trò chơi (or money spent to lớn speed up the time).

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To some extent, the freemium mantra is very true, but it has to lớn fit the genre. Simulation games such fit the mô tả tìm kiếm but freemium puzzle & arcade games should be treated differently. As we all know, failing a cấp độ in Candy Crush Saga, Jelly Splash or Angry Birds just makes us try harder. And passing these levels gives that amazing feeling of accomplishment.

Sadly PvZ2 is ridiculously easy. It takes absolutely no effort to lớn pass levels, making the trò chơi unchallenging & boring. Most of the people I know quit playing PvZ2 because of the lack of challenge. None of them have quit playing Candy Crush Saga even after being stuck on a level for over a week at a time.

Lack of difficulty can be seen not only in falling retention but also in diminishing IAP revenue. PvZ2 offers boosters for real currency, which enable players to lớn clear levels with some consumable super powers. But khổng lồ create the demand for these boosters players need to lớn have those moments where they’re just about to lớn clear a level và realize that they’ll lose without the help of a booster. Lack of challenge results in low demand for boosters, which causes stagnant revenue.

4. No bộ vi xử lý core Loop

In my mind what truly makes a freemium game is the core loop. Core loop models single full session from the mechanics point of view. Và as we’re talking about freemium games, restriction mechanics are essential part of any successful chip core loop.

Core loop doesn’t have to lớn be complicated. For example Candy Crush Saga’s has only one restriction mechanic in form of Lives. Lives are consumed during every session creating a natural kết thúc to the session when player runs out of them. At this point player can wait, request Lives from Facebook friends or use real money to refill Lives.


Candy Crush Saga"s vi xử lý core loop is very simple & very effective

Hay Day on the other hand has much more complicated bộ vi xử lý core loop. In hay Day you start off by planting Crops, which initiates the first timer of the loop. After crops are ready player harvests them & uses them to lớn produce other resources initiating additional timers depending how developed products player wants lớn create. Also to lớn be noted that after each production phase players have an option khổng lồ sell the produced good via P2P marketplace or to an NPC character.

Hay Day"s vi xử lý core loop is typical for simulation titles.

From core loop perspective the goal in giỏi Day is khổng lồ convert time into in-game currency, though the price of time unit gets lower as the player spends more time refining the products. A super efficient player in would make more money by being constantly in the game & selling basic items instead of overly refined items that take a long time lớn manufacture. Though from player’s perspective they feel great when they spend hours producing a Pumpkin Pie và selling it for 100 Coins when they could have saved time và just sold 10 badges of Wheat at the same time for 15 Coins each.

Plants vs. Zombies 2 is Essentially a không tính tiền Paid Game

In the over of the day, PvZ2 is pretty much a paid game without the price tag. Sure, it offers IAPs, but free-to-play is so much more than that. Without restriction mechanics there are no core loops & without chip core loops creating demand for IAPs is very hard. The demand for IAPs is so much lower also because the lack of social integration, which are essential in creating collaboration & competition between players.