Did not sayexaggeratingly,«Plants vs Zombies»asextremelyspecialtoweragainstkindGame, orasmostawesometoweragainstkindGame, inprevious lifethatseveralyears, was popular in the entire worldthoroughly, believes that thisGamehad been all the rageineachcountry, ithas the pcclient sideeditionnot only, the platform that the flashedition, the Androidedition and iOSedition, almostcanthink, hasitsform, generally speaking, might be considered asextremelysuccessfulclassicsGame.
毫不夸张的说,《植物大战僵尸》作为一种极其特殊的塔防类游戏,或者说作为一款最牛逼的塔防类游戏,在上辈子那几年里,彻底红遍了全世界,相信这款游戏在每一个国家都曾经风靡过,它不光有pc客户端版本,还有flash版本、安卓版本、ios版本,几乎能想到的平台,都有它的身影,总体来说,堪称是极其成功的经典游戏。Everybody, regardless of the school recordheight, thisGamedemon, thisGamepoison, itsGameelement and methodpatternare simple, because thistypeextremelysimple, makingallplayersbe ablein the shortest timebythisGamedeepattraction, mostletsone of single planeGame the personimmersessimply.
无论是男女老少,无论学历高低,都曾经着过这款游戏的魔、中过这款游戏的毒,它的游戏元素、玩法模式都非常简单,但正是因为这种极度的简单,让所有玩家都能够在最短的时间内被这款游戏深深吸引,简直是最让人沉浸的单机游戏之一。Although the smartphonehas not startednowtruly, but«Plants vs Zombies»thisGame, places the pcendto playdoes not use energy, the playeronlyneeds a mouse, canoperatesmoothly, relaxedincomparable. «Plants vs Zombies»thisGame, regardless of the Gameconstruction, is the Gameelement, picture and technical difficulty, is the Yu ChaominiGamesequence.
虽说现在智能手机还没有真正起步,但是《植物大战僵尸》这款游戏,放在pc端玩一点也不费劲,玩家只需要一个鼠标,就可以流畅的操作,轻松无比。《植物大战僵尸》这款游戏,无论游戏架构,还是游戏元素、画面以及技术难度,都属于超迷你游戏的序列。Moreover, whatis most appropriate, thisGameoveralldevelopmentdifficulty and productelementis very simple, mustmisscompared withpresent«Happy Farm», differswithearliest«Happy Farm» are actually not many.
而且,最合适的是,这款游戏的整体开发难度以及产品元素很简单,比现在的《开心农场》都要差了许多,跟最早期的《开心农场》相差的倒是不多。Thinkscarefully,what«Plants vs Zombies»thisGamedoes have? Nothing butisdozensplants, dozensZombie(s), severalitem(s), severalpatternand a character.
仔细想想,《植物大战僵尸》这款游戏有什么?无非是几十种植物,几十种僵尸,几种道具、几种模式和一个人物而已。SuchGame, actuallypossiblydoes not haveearly«Happy Farm»numerous and diverse, after all«Happy Farm»inhasabouthundredtypes of the multi-stageelements of plants, for example the seedpurchase, sows seeds, growsas well asharvests, in addition, manyitem(s) conducts auxiliary, fruitsales systemas well asfarmdevelopmentanddecorationsystem.
这样的游戏,其实可能都没有早期的《开心农场》繁杂,毕竟《开心农场》里面有近百种植物的多阶段元素,例如种子购买、播种、成长以及收获,除此之外,还有很多种道具在其中进行辅助,还有果实销售体系以及农场开拓和装饰体系。OnlyistheseGameelements, «Happy Farm»alreadywas more tedious than «Plants vs Zombies»much, let alone, " Happy Farm » essencewasonlinesocial games, had the good friendto interact, isOnline Gamesone, but«Plants vs Zombies»was a model of entertainingsingle plane.
光是这些游戏元素,《开心农场》就已经比《植物大战僵尸》繁琐得多了,更何况,《开心农场》的本质是一款线上的社交游戏,带有好友互动,属于网游的一种,而《植物大战僵尸》则是一款自娱自乐的单机。However, Li Muhas toacknowledge, even«Plants vs Zombies»is simple, moreovernotechnique content, butitsbeing all the ragearound the world, wantsfarultra«Happy Farm».
但是,李牧不得不承认,即便《植物大战僵尸》非常简单,而且没什么技术含量,但是它在全世界范围的风靡,要远超《开心农场》。
The «Plants vs Zombies»overalldevelopmentis very difficult, ifLi Mugives the completeGameconstruction and stylesettingnowdirectly, gives the specializedandpowerfuldevelopment team, severalart designingdesigntogether, inthreetofivedayscanfirstdecide on the Gameelementdesignmanuscript, but the overalldevelopment of thissmallGame, dozenspeople of Gamedevelopment teams, entiredevelopalsoto have more than enough for a month.
《植物大战僵尸》的整体开发难度很小,如果现在李牧直接给出完整的游戏架构以及风格设定,交给专业且强大的开发团队,几个美工一起设计,三到五天内就能先定出游戏的元素设计稿,而这种小游戏的整体开发,一支几十人的游戏开发团队,整个开发下来也用不了一个月。
The previous life«Plants vs Zombies»development teamonly thenfourpeople, used for threeyears, butwholetimeuseto polishandimproverepeatedly, wholetimeuseto ponderandtrywrong, the work load of truedevelopmentin comparisonis much smaller.上辈子《植物大战僵尸》的开发团队只有四个人,用了三年时间,但是这其中大部分时间用在反复打磨和完善,大部分的时间用在思考和试错,真正开发的工作量相比之下要小得多。Thattruth, does not know the person who the labyrinthexits, severalhoursnot necessarilyleavescomes, know the route, threeminutescanpass through the entirelabyrinth, severalhours and threeminutes, disparitybyhundredtimes of computations!
还是那个道理,不知道迷宫出口的人,几个小时未必出得来,知道路线的,三分钟就能穿越整个迷宫,几个小时和三分钟,这其中的差距可是以百倍计算的!Dozensdevelopment staff, withoutdetouring, month can perhaps developmostlysuchsmallGame.
几十个开发人员,在不走弯路的情况下,多半个月或许就能把这么一款小游戏开发出来。Regarding«Plants vs Zombies», Li Muis thinking that its moment, is determined to itdo, nowthereforehethinkshowis notto developit, butis thinking, howbetterfuseswithYYittogether.
对于《植物大战僵尸》,李牧在想到它的那一刻,就下定决心一定要把它搞出来,所以他现在想的不是怎么把它开发出来,而是在想,怎么更好的把它与yy融合在一起。Without a doubt, «Happy Farm»isat presentandYYfusesbestGame, itaftercompletingterminal migration, fromYYcandirectly a start, andcompletesaccount numberlog in . Moreover the depthtransferred the entireYYplayerpersonal connection, but«Plants vs Zombies»thisGameis notsocial games, itsitissingle planeGame! Howto makeitact the social the role?
毫无疑问,《开心农场》是目前与yy融合最好的游戏,它在完成端游化之后,直接从yy内就可以一键启动,并且完成账号登陆,而且深度调用了整个yy的玩家人脉,但是《植物大战僵尸》这款游戏不是社交游戏,它的本身可是一款单机游戏啊!怎么让它来扮演社交的角色呢?Li Muindeduced a productlogicat heartprobably, a point that first, oneselfmustbe clear about cannot let«Plants vs Zombies»becomessingle planeGameonce again, in that case, the roletoYYis not very big, therefore, thisestablished the firstimportant idea: «Plants vs Zombies»mustdevelop the Internet edition!李牧在心里大概推演了一下产品逻辑,首先,自己要明确的一点是自己不能让《植物大战僵尸》再次成为一款单机游戏,那样的话,对yy的拉动作用不够大,所以,这就确定了第一个重要思路:《植物大战僵尸》要开发成网络版!Determined«Plants vs Zombies»mustbe developed the Internet edition, Li Mustartsto ponder, howcanlet«Plants vs Zombies»like " Happy Farm » betterusepublic relationspersonal connection.
确定了《植物大战僵尸》必须被开发成网络版,李牧开始思考,如何才能让《植物大战僵尸》像《开心农场》那样更好的利用社交人脉。Wantsusing the socialpersonal connection, nothing butseveralmentalities: Eithereveryonecanplaydirectlytogether, eithereveryonecancompareplayingmutually.
想利用社交人脉,无非几个思路:要么大家可以直接一起玩,要么大家可以相互比着玩。Ifwantsto playtogether, thatisplayerAandplayerBosscanprotect a housesimultaneously, simultaneouslyplants the plant, to preventZombie(s)attwoangles of view, butas the matter stands, becameimmediatestrategicsmallGame, has not given the player a long-timegoalbundle.
如果想要一起玩,那就是玩家a和玩家b可以同时守护一栋房子,同时以两个视角来种植植物、阻挡僵尸,不过这样一来,就成了即时战略性的小游戏,没有给玩家一个长久的目标捆绑。Ponders over, Li Mufelt, mustmakeeveryonecomparemutuallyis playingimportantly, becauseonly thencompetes to form the competition, onceplayer in a Gamehad the thought of trying to overtake each other, then the playerviscositycontinuallywill naturally be raised.
思前想后,李牧觉得,还是要让大家相互比着玩最重要,因为只有攀比才能形成竞争,一旦一款游戏里的玩家产生了你追我赶的念头,那么玩家粘度自然会不断提升。Therefore, Li Muestablished a basic guidelineat heart: «Plants vs Zombies», must is like «Happy Farm», with the longpromotionunlockingsystem, letsplayerunceasingwithowngood friendcompetesandpursuesmutually, can thus immersetoGame for a long time, thisneedsto conduct the strictranklimitto the type of plant.
所以,李牧心里确定了一个基本思路:《植物大战僵尸》,要跟《开心农场》一样,采用漫长的升级解锁制,来让玩家不断的跟自己的好友相互攀比与追赶、从而能长期沉浸到游戏里,这样就需要对植物的种类进行严格的等级限制。Therefore, Li Musuppressedin the officefor a long time, basicallysuppressed a socialversion«Plants vs Zombies»Gameplan.
于是,李牧在办公室里憋了好久,基本上憋出了一个社交版《植物大战僵尸》的游戏规划。
The coreruleis: Each«Plants vs Zombies»player, after the registration, will have an ownsmallvilla, as well as a front courtyard, the front courtyardhasfiveinterconnections, Zombie(s)thenlaunches the attackfromfiveinterconnectionsto the villa, but the length of eachchannelistenstandards, in other words, altogethercanplant50varioustypeplants, thisis the foundation;
核心规则是:每一个《植物大战僵尸》的玩家,在注册之后,都会拥有一栋自己的小别墅,以及一个前院,前院有五条横向通道,僵尸便是从五条横向通道对别墅发起进攻,而每条通道的长度为十格,也就是说,一共可以种植五十颗各类型植物,这是基础;
The playerswhenmoststart, only hasthreeavailableplants, respectivelyis the single endsunflower and single endpeashooter and small-scalenutwall;
玩家在最开始的时候,只有三种可用植物,分别是单头向日葵、单头豌豆射手和小型坚果墙;
The playersjustenteredGame, just likeHappy Farm, mustplant the sunflower, and harvestsunlight, savesenoughsunlightto plant the peashooter and small-scalenutwall;
玩家刚进入游戏,和开心农场一样,要种植向日葵,并且收获阳光,积攒足够的阳光才可以种植豌豆射手、小型坚果墙;Zombie(s)attackno longeraccording toovercoming an obstaclesystem, butaccording toopens the systemfixed time, the Li Mu'sideais, the playerhas the opportunityto startevery ten minutesoneround【Zombie(s)offensive and defensive operations】, After resistingthisroundZombie(s)attack, the playercanobtaincertainempirical value and gold coin;僵尸进攻不再是按照闯关制度,而是按照定时开启制度,李牧的想法是,玩家每隔十分钟就有机会启动一轮【僵尸攻防战】,抗住这一轮的僵尸进攻之后,玩家可以得到一定的经验值和金币;
The empirical valueis the key that the playerpromotes, only then the rankarrived, canstep by stepunlockingmoreplants, this point is like " Happy Farm » system, moreoverLi Muwill not maketheironedayrise the Nlevel, mustcontrol the rhythm, makingthemmore and moredifficultto promoteandbe getting more and more difficultto gain the higher levelnewplantanditem(s), only thenthiscanmakethemmaintain the immersionrhythm;
经验值是玩家升级的关键,只有级别到了,才能一步步解锁更多的植物,这一点和《开心农场》的体系一样,而且李牧才不会让他们一天就升n级,一定要控制节奏,让他们越来越难升级、越来越难获取更高级的新植物和道具,只有这样才能够让他们一直保持沉浸的节奏;
The use of gold coincanpurchasevariousitem(s), Li Mufelt,Gameitem(s)mustbe as far as possible more, thiscanstimulate the playerto gain the gold coin, evenrecharges, for example: Candesignvarioustypes【Card】, For examplecanpromote the offensiveplantrate of fire【Wildcard】, Canpromote the plantattack and defenseattribute【Enhancementcard】, Canincrease the sunflowerto deliver the solarspeed【Accelerator card】, Candelay the Zombie(s)attack speed【Decelerationcard】, Orgives the BossosslevelZombie(s)use【Weakenscard】Wait, is can also put in the item(s)type, rakerandland mine, thesealsoto join the item(s)system the cherrybombentirely.
金币的用处是可以购买各种道具,李牧觉得,游戏道具要尽量多一些,这样才能激发玩家获取金币,甚至是充值,比如:可以设计各种【卡片】,例如可以提升攻击性植物射速的【狂暴卡】、可以提升植物攻击和防御属性【增强卡】、可以增加向日葵产出太阳速度的【加速卡】、可以延缓僵尸攻击速度的【减速卡】、或者给boss级僵尸使用的【削弱卡】等等,同是还可以把樱桃炸弹也放入道具类型、耙子、地雷、这些也统统加入道具体系。As for【Zombie(s)offensive and defensive operations】Whymustestablishcancomeevery ten minutesoneround, the reasonis: The playerswantto promotefast, mustmaintainfor a long timeonline!
至于【僵尸攻防战】为什么要设定每十分钟就可以来一轮,原因就是:玩家想快速升级,必须保持最长时间在线!Ifyou can only playevery day for a halfhourtoGame, youmost can only startthreerounds【Zombie(s)offensive and defensive operations】, Threerounds【Zombie(s)offensive and defensive operations】 The experience that canobtainis very limited, yourfriendplaysevery day for onehour, the speed that the empirical valuegainsis faster than onetimeyou, youwantto chasehim, only thenwithfor a long timeplaysGamecompared withhim, this point is like " Happy Farm » principle.
如果你每天只能到游戏里玩半小时,那你最多只能启动三轮【僵尸攻防战】,三轮【僵尸攻防战】能得到的经验很有限,你的朋友每天玩一个小时,经验值获取的速度就比你快一倍,你想追赶他,只有用比他更长时间来玩游戏,这一点和《开心农场》原理一样。With the unceasingpromotion of player, inrankandenough the gold coin, rechargesin the auxiliarysituation, the playercanopen the newland, the crosswisefivechannelsareunmodifiable, but the patterns of eachchanneltenstandardscanchange, the playerwith the gold coinorrecharging, canopenmorechecks, for examplepromotesfromeachline of tensquareto11square, this not only can increase the Zombie(s)striking distance and postponementtraveling speed, but can also plantmoreplants.
随着玩家的不断升级,在级别足够并且金币、充值辅助的情况下,玩家可以开辟新土地,横向五条通道是不可改变的,不过每条通道十格的格局是可以改变的,玩家用金币或者充值,就可以开辟更多的格子,例如从每行十格升级到十一格,这样不但可以增加僵尸的攻击距离、延缓移动速度,还能种植更多的植物。
The players conduct GameinGameno longer the sub-bureau, from the beginning, the playeroperatesisthisregion, thereforehe must operateoneselfdomainwell, when the time comes, the life span of eachplantis limited, for example a sunflower, the lifeis24hours, the peashooter48hours, otherplantliveshave the differencerespectively, the playermustcontinuouslyeradicate the plant that died, to plant the newplant, canguarantee the self-defencestrengthstrives for improvement, therefore the playerneedsto consume, unceasingoutput and unceasingagainconsumptionunceasingly, then, oncanhave«Happy Farm»bytheminfarms., Inertia of harvesting.
玩家在游戏里进行游戏将不再分局,从一开始,玩家经营的就是这一个区域,所以他必须要好好经营自己的地盘,到时候,每一株植物的寿命都是有限的,比如一颗向日葵,生命就是24个小时,豌豆射手48小时,其他的植物寿命各有不同,玩家必须不断的铲除死去的植物、种植新的植物,才能够保证自己的防御力稳中求进,所以玩家需要不断的消耗、不断的产出、不断的再消耗,如此一来,就能让他们有《开心农场》里种地、收割的惯性。Howto unifywith the public relationsas forthisGame, Li Muthoughttwoplans.
至于这款游戏如何与社交相结合,李牧想了两个方案。
The firstplan: Steal!
第一个方案:偷!Ifmustmake the playerwithstealing the vegetable/dishsamehas the pleasure of stealing, thatbased oncore principle, allplantsmustestablishto deliver, harvestandsaves.
如果要让玩家和偷菜一样有偷的乐趣,那么在核心原则的基础上,所有的植物都要设定成产出、收获、存储型。For example: The sunflowerproducesSun, the player , if not harvest, a large numberwill be stolen awayby the good friend;For example, the pea of peashooterhas the quantityagain, once in a whilehas10or20peas, the playermustharvestenoughmanypeas, under cansaveenoughis usedto killZombie(s)„bullet”to the peashooter, the coldicepeashooter, the peagun crewandcornthrow the machineandcabbageto throw the machineandwatermelonthrowmachine the principle are the same, if the playerdoes not plantanddoes not harvest, thatdoes not have the bulletavailable, at the appointed timeawaits the honor of your presence the plant unable to shoulder the Zombie(s)attack;
例如:向日葵产生太阳,玩家如果不收获,相当一部分就会被好友偷走;再比如,豌豆射手的豌豆是有数量的,每隔一段时间产生十颗或者20颗豌豆,玩家要收获足够多的豌豆,才能给豌豆射手积攒下足够用来杀死僵尸的“子弹”,寒冰豌豆射手、豌豆机枪手、玉米投掷机、卷心菜投掷机、西瓜投掷机的原理都是一样,如果玩家不种、不收获,那就没子弹可用,到时候光有植物也扛不住僵尸进攻;Onceallplantsneedto deliverandharvest, the playercansteal the fruitto the good friendfamily/home, stealssomesunlight, to stealsomepeas, to stealsomecorn and watermelons, bulletsecretlyare more, oneselfmorecanaccept【Zombie(s)offensive and defensive operations】, Gainsmoreempirical values and gold coins, circulatesbythis;
一旦所有的植物都需要产出和收获,那玩家可以到好友家里偷果实了,偷些阳光、偷些豌豆、偷些玉米和西瓜,偷的子弹越多,自己就越能接受更多的【僵尸攻防战】、获取更多的经验值和金币,以此循环;In this case, naturallymustdo a warehousingsystem, for example, the granary of everyone can only save300units, wantsto savemustpromote , to promote bywhat? Exotic material! Does the special materialcome? Successfullyresistance【Zombie(s)offensive and defensive operations】Later, immediatelyrewards......
在这种情况下,就自然要搞出一个仓储体系,比如,每个人的粮仓只能存三百个单位,想存更多就要升级,升级靠什么?特殊材料!特殊材料怎么来?成功抵御【僵尸攻防战】之后,随即奖励……Simultaneouslydoes a sunlightcollectionsystemagain, collecting the sunlighthasinside, the principle of principleandcropswarehousingsystem of promotionsystemis consistent;
同时再搞一个阳光收集体系,把收集回来的阳光存在里面,升级体系的原理和农作物仓储体系的原理一致;As the matter stands, among the players the enthusiasm of larcenyopposite partyfruitwill considerably increase, interactivecancome upimmediately.
这样一来,玩家之间偷窃对方果实的积极性会大大增加,互动性立刻就能上来。MoreoverLi Mu believes that among the good friendscannotsteal, but must have the cooperationforminteraction!
而且李牧认为,好友之间不能只是偷,还要有互助形式的互动!For example, everyone canevery dayto the cropswatering that fivegood friendssoondied, after the watering, havecertainexperiencereward, the plant of good friend can also obtaincertainlife spanto lengthen;
比如,每个人每天可以给五个好友快要死亡的作物浇水,浇水之后自己有一定的经验奖励,好友的植物还能获得一定的寿命延长;In addition, eachplayercanbindthreespecialgood friends, whenplayerin【Zombie(s)offensive and defensive operations】 The critical momentcannot shoulder, can the emergency callspecialgood friendhelp, the specialgood friendcanpurchase a plantgiftopposite partyat crucial moments, canbeattack, canbedefense, howeverplant of giftonlyinepicycle【Zombie(s)offensive and defensive operations】Effective, in【Zombie(s)offensive and defensive operations】 After the conclusion, regardless of the success or failurewere taken backbysystem;
除此之外,每个玩家可以绑定三个特殊好友,当玩家在【僵尸攻防战】的关键时刻扛不住的时候,可以紧急呼叫特殊好友帮助,特殊好友可以在关键时刻购买一棵植物赠予对方,可以是攻击型,也可以是防御型,但是赠予的植物仅在本轮【僵尸攻防战】中有效,在【僵尸攻防战】结束之后,无论成败均被系统收回;
The secondplan: Transcription!
第二个方案:副本!Eachplayerarrived atcertainrank, has the plantstorehouse that oneselfcanpurchase, with the difference of rank, the plantstorehouse has few, systemcanrush to the transcriptionto the player the opportunity, the transcriptioncanrush, caninvite the friendto rushtogether, rushes to the transcriptionpattern, entered " Plants vs Zombies » originalsingle planeovercoming an obstaclepattern, regardless of the success or failurewill not affect the playeroriginally„base”;
每一个玩家到了一定级别,都有自己可以购买的植物库,随着级别的不同,植物库有多有少,系统可以给玩家闯副本的机会,副本可以自己闯,也可以邀请朋友一起闯,闯副本模式,就进入了《植物大战僵尸》原本的单机闯关模式,无论成败都不会影响玩家原本的“基地”;If the playerinvited the friendto rush to the transcriptiontogether, thenplayerswere more, the GameoverallZombie(s)quantitywere more, for example: A personhitsfivechannels, twopeoplehittenchannels, threepeoplehit15channels, the upper limitisfourpeoplehits20channels, in this case, among the playersmustcoordinatemutuallyclosely, becausesomeZombie(s) likely converging attackseveralchannels, a person of strength resistsdoes not get down, mustdepend uponeveryoneto make a concerted effortto coordinate;
如果玩家邀请朋友一起闯副本,那么玩家人数越多,游戏的总体僵尸数量就越多,例如:一个人打五条通道,两个人打十条通道,三个人打十五条通道,上限是四个人打二十条通道,这种情况下,玩家之间要相互密切配合,因为僵尸很可能集中攻击某几条通道,一人之力抗不下来,必须依靠大家通力配合;Moreover, becausehits the friendrankheight of transcriptionto be differenttogether, the rankis higher, the weaponstrengthis stronger, has many good friendhopesto be ablewithhimto hit the transcriptiontogether, making the highrankuser the goods in great demand in good friend!
而且,由于一起打副本的朋友等级高低不同,等级越高的,武器实力就越强,也就有越多的好友希望能够跟他一起打副本,让高级别用户成为好友中的抢手货!Suchadvantageis, not onlygavehighrankplayermorevanity, gavemorelow levelplayermorepowersto raiseownrank.
这样的好处是,不但给了高级别玩家更多的虚荣心,也给了更多低级玩家更多的动力来提升自己的等级。
The transcriptiondesigns the difficultyto be getting bigger and bigger, so long asuses the randomcombinationsanduses of varioustypes of terrainmaterials the logical algorithm of variousZombie(s)strengthandquantityaddition, the checkpointquantitycantheoreticallyinfinitemany.
副本设计成难度越来越大,只要利用好各种地形素材的随机组合、利用好各种僵尸实力和数量加成的逻辑算法,关卡数量理论上就可以无限多。
The checkpointare more, playermayplayingbe higher, the transcriptioncheckpoint that in the meantime, the playercompletesare more, the acquiredextra premiumare also more, in the meantime, whenhits the transcription, everyonecanexperience the pleasant sensation of teamwork, thisisgeneraltoweragainstGame, or«Happy Farm», eitheroriginal«Plants vs Zombies»does not have.
关卡越多,玩家的可玩度就越高,同时,玩家完成的副本关卡越多,获得的额外奖励也就越多,同时,在打副本的时候,大家能够体验到团队协作的快感,这是一般的塔防游戏,或者《开心农场》,或者原版的《植物大战僵尸》所不具备的。So long ascanachievethesepoints, Li Mubelieves,social gamesversion«Plants vs Zombies»can certainlyexceed«Happy Farm», in a short timebecomes popular in the entire worldthoroughly, becomessocial games that all the people of the worldmostdeeply love, does not haveone! Moreover, oncethisGamepromotes, at leastcanfire2-3yearsnot have the issue.
只要能够做到这些点,李牧相信,社交游戏版《植物大战僵尸》一定能够超越《开心农场》,在很短的时间内彻底风靡全世界,成为全世界人民最热爱的社交游戏,没有之一!而且,这款游戏一旦推出,至少能火个2-3年没问题。When the time comes, Li Mumust«Plants vs Zombies»through the specialtechnological means that bindsthoroughly in YYtogether, bindingis slightly more conservative, usesdoes not accept the playerto registerdirectly, onlyaccepts the YYaccount numberlog instrategy, thisforcestheseis not the player of YYplayermustregister the YYnumber;
到时候,李牧要把《植物大战僵尸》通过特殊的技术手段,与yy彻底绑定在一起,绑定的稍微保守一些,就采用不接受玩家直接注册,只接受yy账号登陆的策略,这样就迫使那些不是yy玩家的玩家必须注册yy号码;Ifbindsis slightly more radical, canestablishes a YYstart " Plants vs Zombies » initialization mode, only thendownload(ing)YY , after download(ing)«Plants vs Zombies», can a startandlog in«Plants vs Zombies»inYY, otherwiseonlydownload(ing)«Plants vs Zombies»is unable log in, unable log in, is not naturally ableto playsmoothly.
如果绑定的稍微激进一些,就可以把《植物大战僵尸》的启动方式设定成yy一键启动,只有下载了yy,又下载了《植物大战僵尸》之后,才能够在yy里一键启动并登陆《植物大战僵尸》,否则只下载《植物大战僵尸》将无法登陆、无法登陆,自然就无法畅玩。At present, YYinUS (America)elite classfiery/popular, has first believed that quickwill also spreadto the elite class of Japan & South KoreaandEurope, but " Happy Farm » overseas editionhas startedto get readyto promotenow, the communityoutsidenon-elite classisYYrecruits the userahead of time, inthisfoundation, if can also takessocial gamesversion«Plants vs Zombies», the effort of thisone set ofcocktail of movesadds, feared that canhold in the mouthto fly!.
眼下,yy已经先在美国的精英阶层火爆,相信很快也会蔓延到日韩和欧洲的精英阶层,而《开心农场》海外版现在已经开始准备推动,在非精英阶层之外的群体为yy提前吸收用户,在这个基础上,如果还能把社交游戏版《植物大战僵尸》拿出来,这一整套组合拳的力度加起来,怕是能叼到飞起!。A
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