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How I Got My Mom
to Play Through
Plants vs. Zombies George Fan
PopCap Games
March 9, 2012
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About me
I’m George Fan
I like my steak well-done and my
Magic cards rare
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My Mom
Non-gamer
Favorite food: lettuce
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My Mom
Non-gamer
Favorite food: lettuce
Zombies destroyed: 4395
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My Mom
Non-gamer
Favorite food: lettuce
Zombies destroyed: 4395
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“Why are you killing old men?”
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Disclaimer:
Plants vs. Zombies is NOT
a game about killing old men
Disclaimer:
Plants vs. Zombies is NOT
a game about killing old men
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=
Tutorial
Strategy
Pacing
Game Balance
Consistent Rewards
Unit Design
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=
Tutorial
Strategy
Pacing
Game Balance
Consistent Rewards
Unit Design
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I’m going to talk about tutorials
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Tutorials are important!
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The final boss
in your game
just got worked.
By me.
Booyah!*
*not an actual quote from my mom
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10 tips for making your
tutorials better
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AKA a Tutorial on Tutorials
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1.Blend the tutorial
into the game
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Reality: Learning in
games is actually fun
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This isn’t the tutorial you’re looking for
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is just a 7 hour tutorial for
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“Tutorial? That game had a tutorial?”
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The Tutorial Chameleon
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2. Better to have the player
“do” than “read”
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Let the player try stuff out in a
safe environment
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Let the player try stuff out in a
safe environment
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The shovel “tutorial”
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Attempt #1-Get rid of weeds!
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= gets rid of harmful things?
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Attempt #2 – remove the wall-nuts!
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Attempt #3 – Find the squirrels!
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Attempt #4 – Clear the lawn (and go bowling)
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Attempt #4 – Clear the lawn (and go bowling)
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3. Spread out the teaching
of game mechanics
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You don’t have to teach
everything right off the bat
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Shop delayed until pool
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Context is important
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Let players play with their
toys before introducing new
ones
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In-game shops can teach!
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4. Just get the player to do it
once
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Sunflower dilemma
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“My wife doesn’t understand
sunflowers”
“seems better to get your defenses in
place before investing in something
frivolous like extra sun”
-feedback from PopCap
employees
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Sunflower dilemma
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“I didn’t have a clue about
the value of sunflowers”
“I was just sitting there waiting for
enough sun to develop while the
zombies took my yard”
-feedback from PopCap
employees
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How did we fix this?
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Suggestion 1: make it more
like traditional TD
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Suggestion 2:
Add tutorial messages
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Suggestion 3:
Start with a column of
sunflowers
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Suggestion 4:
Reserve spots for
sunflowers
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What did we end up doing?
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Thank you, Fisher Price
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Had to rebalance the entire
game…
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25 minerals for an SCV? Madness!
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5. Use Fewer Words
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Eight words on the screen
at any given time
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1 sentence vs. 4 sentences
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“The Sophisticated Caveman”
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“The Sophisticated Caveman”
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Shoots peas
at the
enemy
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Blows up all
zombies in an
area
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You got the
shovel!
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“It was really bad and
that made me really sad”
- George Fan, GDC 2011
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It was really bad
and that made
me really sad
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Break your dialog up into
small bits
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6. Use unobtrusive
messaging if possible
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Don’t break flow
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Examples of passive messaging
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Examples of passive messaging
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Examples of passive messaging
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7. Use Adaptive Messaging
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Watch someone play your game
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“Duh! Of course you’re supposed
to plant them on the left!”
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“Do I look like a noob to you?!”
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“DO YOU EVEN KNOW WHO I AM?!”
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Leave room for exploration
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8. Don’t create noise
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Don’t cry wolf
blah blah blah
wolf wolf wolf
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9. Use visuals to teach
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Make your game intuitive
and it will be easier to learn
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Rule #1: You should be
able to look at a
plant/zombie and know what
it does instantly
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Rule #2: If you can’t
achieve rule #1, then you
should know what a
plant/zombie does after
seeing it do its “thing”
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= x 2
Repeater Peashooter
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What should the repeater shoot?
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unacceptable: feathers
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not good: “neutronius”
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pretty good: swords
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also pretty good: large peas
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very good: twice the peas
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best: volleys of 2 peas
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Spiky = can’t use jump
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Flying = can’t use hammer
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can’t use hammer
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10. Leverage what people
already know
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< <
Zombie Toughness
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Resource Representation
grows plants buys stuff
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Plant names are
purposefully descriptive
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Peashooter The Vindicator
vs.
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Peashooter
Repeater
Threepeater
Split Pea
Snow Pea
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Sunflower
Wall-nut Squash
Marigold
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Puff-shroom Sun-shroom
Hypno-shroom Magnet-shroom
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Recap
1. Blend the tutorial into the game
2. Better to have the player “do” than “read”
3. Spread out the teaching of game mechanics
4. Just get the player to do it once
5. Use fewer words
6. Use unobtrusive messaging
7. Use adaptive messaging
8. Don’t create noise
9. Use visuals to teach
10. Leverage what people already know
11. Everything can be made better by adding dragons