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ID:1623006
User:210.23.80.173
Article:Plants vs. Zombies
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(Reverted 1 good faith edit by 121.54.54.142 using STiki)
(Design)
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Some of the characteristics that defined ''Insaniquarium'' influenced the development of ''Plants vs. Zombies''. Players advance in a similar pace by receiving new plants. Also, the way plants are chosen at the beginning of each level was derived from the way pets are chosen in ''Insaniquarium''.<ref name="gamezebo" /> Other inspiration for the game's mechanics came from the film ''[[Swiss Family Robinson (film)|Swiss Family Robinson]]'', especially where the family defends against pirates. This was the inspiration for the Potato Mine; Fan stated that it was satisfying to watch a zombie step on the mine, being defeated and covered in mashed potatoes.<ref name=hobbit>{{cite web |title=Game Industry Insider: George Fan |url=http://hobbithollow.blogspot.com/2009/05/game-industry-insider-george-fan.html |publisher=[[Hobbit Hollow]] |accessdate=2009-09-05}}</ref>
 
Some of the characteristics that defined ''Insaniquarium'' influenced the development of ''Plants vs. Zombies''. Players advance in a similar pace by receiving new plants. Also, the way plants are chosen at the beginning of each level was derived from the way pets are chosen in ''Insaniquarium''.<ref name="gamezebo" /> Other inspiration for the game's mechanics came from the film ''[[Swiss Family Robinson (film)|Swiss Family Robinson]]'', especially where the family defends against pirates. This was the inspiration for the Potato Mine; Fan stated that it was satisfying to watch a zombie step on the mine, being defeated and covered in mashed potatoes.<ref name=hobbit>{{cite web |title=Game Industry Insider: George Fan |url=http://hobbithollow.blogspot.com/2009/05/game-industry-insider-george-fan.html |publisher=[[Hobbit Hollow]] |accessdate=2009-09-05}}</ref>
   
===Design===
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Pvz is a dumb game
The team wanted to bring back the aliens from ''Insaniquarium'', but in the end were changed to zombies, which players could react to more easily because of how slowly they moved. Fan's favorite zombie was the Pole Vaulting Zombie, due to the hilarity involved when a player encounters it for the first time, using a specific example where a player tries to block it with the Wall-Nut, only to have the zombie jump over it.<ref name="gamezebo"/><ref name="edge"/><ref name=gamearena/>
 
 
During development, it was discovered that newcomers to the genre of real-time strategy may have a hard time learning the concept behind sun collection. So, the price of the income generating sunflowers was dropped from 100 to 50 to encourage players to buy them over the attacking peashooter. As a result, the balance between plants and zombies had to be restructured—a move that Fan said was definitely worth the effort.<ref name=gamezebo/> Programmers focused on Adventure mode for much of the first year of development. Upon finishing some items ahead of schedule, one of the programmers, Tod Semple, began working on ideas that would later be used for the [[minigame]] section. Some ideas for the puzzle mode section would later be tweaked and moved into adventure mode; "Vasebreaker" and "I, Zombie", for example, came from single-level minigame concepts. During testing, Fan found that minigame and puzzle modes seemed to detract from the focus on Adventure mode, so some of the additional modes and minigames were locked requiring advancement within adventure mode to become unlocked.<ref name="edge"/>
 
 
Fan stated that every game he worked on had only him designing the prototype, adding that he used to draw a lot before he made games, where he made pixel art. The final designs of the zombies and the first plants are similar to how they were initially. After searching for an artist, they discovered Rich Werner, who Fan thought clicked with what he intended for the design. He attributed the intrigue of the design to its animation scheme; Tod Semple suggested that they animate it in Flash and export it into the game. Fan worried that this would look like it was cut out from paper, and would resemble ''[[South Park]]'' too much, but was satisfied in the end, attributing this to Semple and Werner's talents.<ref name="edge"/>
 
 
Fan was most proud of the Tall-nut, Torchwood, and Cob Cannon plants. He explained that the Tall-nut has character, citing its "determined gaze" and how it sheds a single tear when hurt. Laura Shigihara could not stand to see this, and protected it with a protective plant called a Pumpkin, which can protect plants inside it. He felt that the Torchwood - which gives Peashooters flaming ammunition - required players to think of how plants interacted with each other.<ref name="gamezebo" /><ref name="edge"/> Another favorite plant of Fan's was the Squash, due to how its name suggested its purpose; to squash things.<ref name="gamearena">{{cite web |title=GameArena Interviews George Fan, Plants vs Zombies Man |url=http://www.gamearena.com.au/news/read.php/4948392?latest=1 |publisher=[[Game Arena]] |accessdate=2009-09-05 |date=2009-06-05}}</ref> A plant was proposed that is similar to the defensive item Umbrella Leaf, which would be planted above other plants to protect them from airborne zombies. However, it was difficult to visualize their positions.<ref name="edge"/>
 
   
 
===Cultural references===
 
===Cultural references===
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