City: Starting from the game to create a business dynasty
27 . Analyzing Plants vs Zombies from Game Psychology

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The unstable acquisition of sunlight falling from the sky was upgraded to a stable output of sunflowers that could be controlled independently and increased in scale.

It could only shoot peas, providing light and fixed damage output.

Evolved into a Cherry Bomb with stronger killing power, a larger range, immediate and direct effects, and a wide range of environments.

Thus, it was a means to ensure safety in a crisis.

The Cherry Bomb obtained from the fourth stage could last for a long time. It could not only protect the player's own survival.

The Nut Wall also protected the other plants of the players, fulfilling the safety requirements from another angle.

In fact, it was not just that. In Plants vs Zombies, many plants were obtained in sequence.

They all implied the need to move from short-term survival to continuous safety.

A small mushroom that can be used to survive in the early stages and has a small attack range. Obtained before the gravestone devourer.

The gravestone restricted the planting of plants, and the last wave of zombies represented a continuous invasion and a potential security threat in the future.

The fourth level, the Water Mushroom in the Mist Pass, was obtained in front of the Lantern Plant, and the Lantern Plant expelled the mist.

It was to retrieve the right to obtain information that had been taken away and provide a lasting sense of psychological security.

The order of dealing with Chili Pepper and Earth Spike Thorns, the order of dealing with Miners 'Split Shooters and Magnetic Mushrooms.

The order of unlocking plants, the level design, and the long-term experience were all very mysterious.

It was not an exaggeration to say that the order of obtaining plants was designed like a textbook.

However, the plants had already taken root on the ground. After all, sunlight could not bring tomorrow's garden. There was also a long-term safety requirement outside the checkpoint to meet the needs of sustainable development.

Finally, it was time for the Money and Shop System to appear.

The money and resources collected in the stage can be kept in the hands of the player. It can be accumulated continuously and will never be reduced. It is absolutely safe.

If he spent the money, he could convert it into stronger plants and more effective weeding machines. It was a permanent increase in his self-defense ability.

The ultimate form of value, money, was the last brick to satisfy the security needs.

From the checkpoint to the overall situation, from sunlight to money, he removed the sunflower and replaced it with marigolds to gild the magnetic mushroom.

Plants vs. Zombies was designed to satisfy the second level of requirements. The tall buildings gradually rose without leaving any traces. It was undoubtedly a divine work.

At this point, the core gameplay structure of Plants vs. Zombies had been completed. The subsequent level requirements would be met by the secondary gameplay and the secondary system.

The third level of social needs referred to the need for friendship, trust, and love. It was to establish non-utility emotional connections.

This kind of social connection was not necessarily a form of acquisition, but it could also be a form of giving.

Therefore, it was possible for a standalone game to meet this requirement.

Through giving to NPCs without any return or making autonomous contributions to the virtual world, they could establish an emotional connection.

For non-narrative small-scale games, the development system replaced the interaction with the same kind and the interaction with society, simply and conveniently fulfilling the third level of demand.

Back in Plants vs. Zombies, the leisurely Zen Garden took up this role.

It was completely outside of the main framework, only retaining the concept elements.

The players were still cultivating plants, but they could obtain plants to satisfy their needs by spending sunlight once and for all.

Instead, it was a long-term investment of money and time, gradually growing a seedling into a plant--introducing the cost of time.

After consuming higher-level resources, what he got was not a practical plant " tool " but a non-utility ornamental plant " friend."

Friends? Family? No matter what word was used to describe it, the plants in the Zen Garden represented companionship, carrying the love and care that the players subconsciously gave.

Outside the core experience space that pursued survival, safety, and the accumulation of resources, the Zen Garden existed independently, allowing the players to express their inner kindness.

Most of the plants in the garden were randomly dropped from the levels, and the cultivation equipment cost money accumulated in the game.

The requirements of the third level came from the second level, and the form of satisfaction also came from the second level. The balance between the two would eliminate the pressure of survival and strip away the meaning of utilitalism. The requirements and the form of satisfaction would complete the upgrade in accordance with the law of development.

Watering and fertilising completed the contribution of love. The plants returned diamonds when they leveled up, spat out coins when they lit up, and the wisdom tree revealed knowledge when it grew taller. These completed the return of love.

It was not that the Zen Garden did not have any returns and feedback, but the feedback was not so immediate, and it was not completely pragmatic.

Moreover, the random drop of the plant seedlings, the refresh of the required state, and the replenishment of the available flower seedlings were all related to the real time, controlling the rhythm of the experience and prolonging the time of the experience.

He sat quietly in a corner of the garden, put down the mouse, put away the spatula, listened to the background music, and leisurely watched the snail move among the carefully arranged flowers.

This was Plants vs. Zombies that fulfilled social needs.

Ascending to the fourth level, respect became the main requirement.

In the game, what corresponded to internal respect was personal information, data statistics, unlocking, and collection.

The external respect was the achievement system, ranking list, etc. The effect was better if it was publicized online.

The Plants vs. Zombies illustrated book recorded the unlocked plants and the zombies they encountered.

It was accompanied by a humorous introduction, but the attack and durability attributes were not specified.

Instead, it was presented in vague terms of " strong "," medium ", and " weak ", which was consistent with the relaxed and casual style of the game.

The achievement system that was added later was divided into several major aspects: clearing progress, collection level, special challenges, and hidden elements.

They were further divided into multiple categories to cater to different types of players and take into account different levels of players.

Whether it was an ordinary player who was advancing through the levels step by step, collecting plants and zombie illustrations, or an exploratory player who was exploring the possibilities of passing the levels in a fancy way.

Achievement type players who cleared all modes would instantly realize that the game recognized their hard work and ability.

The respect that was hard to obtain in the real world was easily and naturally obtained in the virtual game space.

There was one detail worth noting-the conditions could be checked before the achievement was unlocked.

This design made it easier for players who had a strong need for respect to be targeted. It could be said to be friendly, but it also lost the surprise of unlocking an unexpected achievement.

The hidden element of the second week, the Yeti Zombie, appeared in both the illustrated book and the achievement. There was only a black silhouette in the illustrated book, but it was not explained to maintain the mystery.

However, the achievement that was added later was written in black and white: " Discovered Yeti Zombies."

It was a rare flaw in Plants vs Zombies that contradicted the design intent of the illustrated guide.

However, the flaws did not obscure the merits. The overall design of the illustrations and achievements still successfully and effectively satisfied the fourth level of respect.

This book comes from:m.funovel.com。

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