

GamesBeat: Do you have a favorite lineup of plants, or anything players should think about as a tip for how to survive? You would think it’s a thing we would think about, how to get people to share that experience more directly. But the core philosophy behind the game is not going to change. Both of those things are going to happen. And I think we want to change game modes, give different ways to play the content and experience things again in new ways. I have to say, my favorite world is yet to come. Yee: There’s adding new content, like new worlds. GamesBeat: When you take this into the near future, are you guys going to do more tweaking of those parameters or come up with new game modes? Is that a way you’re going to change the experience going forward? You can earn coins in games at a pretty good clip and use it a couple of times.Īll the designers tell me that I should use the pinch, but I still like to use the zap, because I find it really satisfying. From the player’s standpoint, it’s a great bailout. That’s important, to take advantage of the platform and the touch screen. You put your finger to the glass and bolt of electricity emits from it and zaps the nearest zombie. I was working on a game that never got greenlit over at Bungie, a mobile game, and that was one of the things we enjoyed exploring, this physical feeling. GamesBeat: What’s been some of the reaction and the thinking behind the gesture attacks you could do with your fingers? The short answer is quality before quantity. It’s a good chunk of content given how much time it takes to make the stuff and hit a release date. Those are the things that we felt like we could deliver. We wanted to deliver the players a good chunk of content, which includes a unique first playable through, and the challenges, and the danger room, which is what we call the challenge zones like Pyramid of Doom and Dead Man’s Booty. I wish I had Crazy Dave’s time machine, because I would have done more.īut there’s only so much you can do in a given period of time. We look at the quality of the animation, the background paintings, the character designs, the unique effects and unique mechanics in each world. Each of our worlds is really content-heavy.

Zombies - and Popcap in general, but our game especially – is the level of care that we apply to the game. GamesBeat: How did you guys focus on three worlds and decide that was good to ship, instead of including more worlds? How did zombies get across time? It is silly, and deliberately so, but it’s not completely random. That being said, it inspires the question – if Dave has a time machine, how did zombies get across time? There are things we’d like to explain more in the future, but I will leave that out there. GamesBeat: Where did that script come from? Is it like, “We want to make the silliest story possible?” Yee: It’s no Last of Us, if that’s what you mean. It looked like you came up with the script in about five minutes there. GamesBeat: I dinged you guys for your story. That’s where we want to appeal to more core gamers, the people who want to explore the strategy. It changes the way you can approach a level. Maybe I want to delay a zombie and do the double sunflower.” For anybody who understands amortization, that’s a good investment. You bring that back to some of the earlier challenge levels and it changes the way you play the game. But the plant that you can unlock later in the same world is the double sunflower. “Oh, I brought back the cannon to Egypt!” I’m actually not sure if you can do that. Yee: You want to build that level of discovery. But I think that what you’re describing could be a kind of hidden fun in the game. I didn’t necessarily think of it as much fun if I was replaying a level with slightly different parameters. GamesBeat: I thought it was more fun if I moved on to another world, or if I moved on to another level in that world that I hadn’t seen before. Let me avoid this.” We don’t want to do that.

I think that’s the difference between us and a lot of other games, where you’re like, “I’m doing something boring.
