Of course the core game is good, it's plant vs zombies, the main formula for the game remains faithful to its predecessor.
I worked as a game programmer making evil F2P games for 3 years. The main problem of the business model is that once you start designing games around monetization you need to start making bumps on the road to bait people into giving out money. It's called monetizing on "friction", since you're breaking player flow every time you stop and ask for money, or send the player back to grind, or wait for some timer to count down or w/e.
So basically, if your game makes money out of selling convenience to a player, it's only natural that you'll want to make the game inconvenient enough so that they would want to spend money, but not so much that they wont want to play the game. That sweet-spot is what you're talking about by saying "hey, it's no so bad". But really, that shit goes against all tenants of software engineering, user experience, game design, etc. Why should you have to grind or stop playing or have a shitty experience?
The reason is that some people can't help themselves and just spend absurd amount of money on these games, like 2% of players make a shitton of money so the other 98% can play it for free. All users are having a subpar PvZ experience so that the whales can make these guys rich, it's so dumb. But as long as people keep playing it, and buying those $99 bundles, we're fucked.
Please don't encourage people to play this :(
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