It's no exaggeration to say that "plant vs. zombie" as a very special tower defense game, or as one of the most powerful tower defense games, in the last few years, it has been completely popular all over the world. I believe that this game has been popular in every country. It has not only PC client version, but also flash version, Android version, IOS version, which can almost be imagined Platform, has its figure, in general, it can be called a very successful classic game.

Both men and women, old and young, regardless of their education background, have been possessed of the game and poisoned by it. Its game elements and playing mode are very simple, but precisely because of this extreme simplicity, all players can be deeply attracted by this game in the shortest time, which is one of the most immersive single game.

Although smart phones haven't really started yet, the game "Plants vs. Zombies" doesn't take much effort to play on the PC. players only need a mouse to operate smoothly and easily. "Plant vs. zombie" this game, no matter the game structure, game elements, screen and technical difficulty, belongs to the super mini game sequence.

Moreover, the most appropriate thing is that the overall development difficulty and product elements of this game are very simple, which are much worse than the present happy farm, but not much different from the earliest happy farm.

Think about it. What's the game of "Plants vs. Zombies"? It's just dozens of plants, dozens of zombies, several props, several modes and one character.

In fact, such games may not be as complicated as the early happy farm. After all, there are multi-stage elements of nearly 100 kinds of plants in happy farm, such as seed purchase, sowing, growth and harvest. In addition, there are many kinds of props to assist in it, as well as fruit sales system and farm development and decoration system.

Just these game elements, "happy farm" is much more complicated than "plant vs. zombie". What's more, the essence of "happy farm" is an online social game with friend interaction, which belongs to the online game, while "plant vs. zombie" is a single machine for self entertainment.

However, Li Mu has to admit that even though "plant vs. zombie" is very simple and has little technical content, it is far more popular in the world than "happy farm".

The overall development difficulty of "plant vs. zombie" is very small. If Li Mu directly gives the complete game architecture and style setting to a professional and powerful development team, and several artists design together, the game element design draft can be determined in three to five days. The overall development of this kind of small game, a game development team of dozens of people, is under the overall development It won't take a month to come.

In the last life, the development team of "plant vs. zombie" only had four people, which took three years. But most of the time was spent on repeatedly polishing and improving, most of the time was spent on thinking and trial and error, and the workload of real development was much smaller.

That's the same thing. People who don't know the exit of the maze may not get out in a few hours. If they know the route, they can cross the maze in three minutes. The difference between hours and three minutes is a hundred times!

Dozens of developers may be able to develop such a small game in more than half a month without detours.

For "Plants vs. Zombies", Li Mu decided to make it out when he thought about it. So what he is thinking about now is not how to develop it, but how to better integrate it with YY.

There is no doubt that happy farm is the best game to integrate with YY at present. After the end game is completed, it can be launched directly from YY with one click, and the account login is completed, and the whole YY's player network is called in depth. However, the game "plant vs. zombie" is not a social game, it's a stand-alone game! How can it play a social role?

Li Mu roughly deduces the product logic in his mind. First of all, he should make it clear that he can't make plant vs. zombie a stand-alone game again. In that case, the pulling effect on YY is not great enough. Therefore, this determines the first important idea: plant vs. zombie should be developed into a network version!

Determined that "plant vs. zombie" must be developed into an online version, Li Mu began to think about how to make "plant vs. zombie" better use of social contacts like "happy farm".

If you want to make use of social contacts, there are only a few ideas: either you can play together directly, or you can compare and play with each other.

If you want to play together, player a and player B can guard a house at the same time, plant plants and block zombies from two perspectives at the same time, but in this way, it becomes a real-time strategic small game, without binding the player with a long-term goal.

After thinking about it, Li Mu thought that it was still important to let everyone play with each other, because only by comparing can competition be formed. Once the players in a game have the idea of chasing each other, then the viscosity of the players will naturally increase.

Therefore, Li Mu has a basic idea in mind: plant vs. zombie. Like happy farm, the long-term upgrade and unlocking system should be adopted to enable players to constantly compare and catch up with their friends, so that they can immerse themselves in the game for a long time. In this way, strict level restrictions should be imposed on the types of plants.So, Li Mu held back in the office for a long time, basically holding out a social version of the game plan of "Plants vs. Zombies".

The core rule is: every player of "Plants vs. Zombies" will have his own villa and a front yard after registration. The front yard has five horizontal channels. Zombies attack the villa from five horizontal channels, and the length of each channel is ten grids, that is to say, a total of 50 plants of various types can be planted, which is the basis;

at the beginning of the game, there are only three kinds of plants available to players, namely, single head sunflower, single head pea shooter and small nut wall;

just after players enter the game, like happy farm, they need to plant sunflower, harvest sunshine and accumulate enough sunshine to plant pea shooter and small nut wall;

zombie attack is no longer based on the breakthrough system, but According to the timing opening system, Li Mu's idea is that players have the chance to start a round of zombie attack and defense every ten minutes. After resisting this round of zombie attack, players can get a certain amount of experience value and gold coins;

experience value is the key for players to upgrade. Only when the level is up, can more plants be unlocked step by step, which is the body of happy farm It's the same department, and Li Mu won't let them upgrade to level n in a day. We must control the rhythm, make it more and more difficult for them to upgrade, and get more and more advanced new plants and props. Only in this way can they keep the rhythm of immersion;

the purpose of gold coins is to buy various props. Li Mu thinks that we should try to have as many game props as possible, so as to stimulate play For example, you can design a variety of [cards], such as [frenzy card] that can increase the shooting speed of aggressive plants, the [enhancement card] that can increase the attack and defense attributes of plants, the [acceleration card] that can increase the sun speed of sunflowers, the [deceleration card] that can slow down the attack speed of zombies, or the [weakening card] that can be used by boss level zombies ]And so on. You can also put cherry bombs into props, rakes, mines, and all of these into props.

As for [zombie attack and defense war], why should we set a round every 10 minutes? The reason is that players must stay online for the longest time if they want to upgrade quickly!

If you can only play in the game for half an hour every day, you can only start three rounds of zombie attack and defense war at most. The experience you can get from three rounds of zombie attack and defense war is very limited. Your friend can play for an hour every day, and the experience value can be obtained twice faster than you. If you want to catch up with him, you can only play the game longer than him, which is the same with the principle of happy farm Like.

With the continuous upgrading of players, when the level is enough and with the help of gold coins and recharging, players can open up new land. The five horizontal channels cannot be changed. However, the pattern of ten grids in each channel can be changed. Players can open up more grids by using gold coins or recharging, for example, upgrading from ten grids in each line to eleven grids, which can not only increase Zombie attack distance, slow down movement speed, and can plant more plants.

The game will not be divided in the game. From the beginning, the player manages this area, so he must manage his own site well. At that time, the life span of each plant is limited. For example, a sunflower has a life span of 24 hours, and a pea shooter has a life span of 48 hours. The life span of other plants is different, so the player must constantly eliminate them Only the dead plants and new plants can ensure their defensive power to be improved steadily, so players need to consume, produce and consume continuously, so that they can have the inertia of planting and harvesting in happy farm.

As for how to combine the game with social interaction, Li Mu has two plans.

The first plan: steal!

If you want players to have the same fun of stealing as stealing vegetables, then based on the core principle, all plants should be set as output, harvest and storage.

For example: sunflowers produce the sun, if players don't harvest, a considerable part of them will be stolen by friends; for example, pea shooters have a number of peas, and they produce 10 or 20 peas every once in a while. Players need to harvest enough peas to accumulate enough "bullets" for pea shooters to kill zombies, cold pea shooters and pea machine shooters The principles of corn thrower, cabbage thrower and watermelon thrower are the same. If players don't plant and harvest, there will be no bullets available, and then only plants can't bear the zombie attack;

once all plants need to be produced and harvested, players can steal fruits, sunshine, peas, corn and watermelon from friends' homes The more bullets you have, the more experience and gold you can receive from zombie attack and defense, and get more experience and gold coins in this cycle;

in this case, you have to figure out a storage system. For example, each person's granary can only store 300 units. If you want to store more, you need to upgrade. What's the upgrade? Special materials! How do special materials come from? After successfully resisting [zombie attack and Defense], reward

At the same time, we need to establish a sunshine collection system to store the collected sunshine in it. The principle of upgrading the system is consistent with that of the crop storage system;

in this way, the enthusiasm of players to steal the fruits of the other side will be greatly increased, and the interactivity will come up immediately.And Li Mu thinks that friends should not only steal, but also interact in the form of mutual assistance!

For example, each person can water the crops of five close friends every day. After watering, they have certain experience rewards, and the plants of their friends can get a certain life extension;

in addition, each player can bind three special friends. When the player can't bear the critical moment of zombie attack and defense, he can call the special friends urgently Help, special friends can buy a plant at a critical time to give it to the other party, which can be aggressive or defensive. However, the plant given is only effective in this round of zombie attack and defense. After the zombie attack and defense is over, it will be recovered by the system regardless of success or failure.

second scheme: copy!

Every player has his own plant bank when he reaches a certain level. With different levels, the plant bank is more or less. The system can give the player the chance to break through the copy. The copy can break through by himself or invite friends to break through the copy together. Then he enters the original single machine break through mode of "plant vs. zombie". No matter the success or failure, the player will not be affected The original "base";

if players invite friends to make a copy, the more players there are, the more zombies there are in the game. For example, one person can play five channels, two people can play ten channels, three people can play fifteen channels, and the upper limit is four people can play twenty channels. In this case, players should cooperate closely with each other, because zombies are likely to When attacking several channels in a concentrated way, one person's strength can't be resisted, so we have to rely on everyone's cooperation;

moreover, because the level of friends who play a copy together is different, the higher the level is, the stronger the weapon strength will be, and the more friends want to play a copy with him, so that high-level users can become the hot goods among friends!

The advantage is that it not only gives high-level players more vanity, but also gives more low-level players more motivation to improve their level.

It is more and more difficult to design replicas. As long as we make good use of the random combination of various terrain materials and the logical algorithm of zombie strength and quantity addition, the number of checkpoints can be infinite in theory.

The more checkpoints, the higher the players' playability. At the same time, the more dungeon checkpoints players complete, the more additional rewards they will get. At the same time, when playing dungeon, you can experience the pleasure of team cooperation, which is not available in the general tower defense game, or happy farm, or the original version of plant vs. zombie.

As long as these points can be achieved, Li Mu believes that the social game version of "plant vs. zombie" will definitely surpass "happy farm" and become the most popular social game in the world in a short time. There is no one! Moreover, once the game is launched, at least two or three years will be fine.

At that time, Li Mu will completely bind "Plants vs. Zombies" with YY through special technical means. If the binding is a little more conservative, he will adopt the strategy of not accepting players to register directly and only accepting YY account to log in, which forces those players who are not YY players to register YY numbers;

if the binding is a little more radical, he can put "planting" into practice The launch mode of "zombies in the war of things" is set to start with the one key of YY. Only after downloading YY and "zombies in the war of plants", can you start and log in "zombies in the war of plants" with one key of YY. Otherwise, only downloading "zombies in the war of plants" will not be able to log in, land, and play.

At present, YY has been popular among the elite in the United States, and it is believed that it will soon spread to the elite in Japan, South Korea and Europe, while the overseas version of happy farm is now ready to promote. Besides the non elite group, YY will absorb users in advance. On this basis, if the social game version of plant vs. zombie can be taken out, this whole set of combination Add up the strength of the fist, I'm afraid that it can fly!