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Re: Looking back at 5 years of BFN and why it failed to match Garden Warfare.

14. Studio shutdown, the nintendo switch, and gw2 steam. 

So bfn was a failure and a few months later popcap vancouver officially became motive vancouver and a lot of the dev team left. Welp, this is the end. 

But wait theres a new trailer for bfn. A port for the nintendo switch? Well that's sucky timing given that the game just stopped receiving content. 

But wait the switch port is unironically the best version in some regards? Yep 

While ops has only four pot placements, turf is the only permanent gamemode at 8v8 and pve regions are now only playable solo the switch overall brought in several qol fixes. 

Players can now pick the prize maps they want to complete and cosmetics were cut in half price wise to 15,000. 

You can truly play offline. This should be a base feature for all 3 games but I'll take a win where I can get it. 

There are no rainbow stars. Everything in the game can now be bought with coins. 

The switch version is also strange as bfn on switch was actually registered as top selling on Amazon. Although take that with a grain of salt since I dont remember much else being out at the time. 

Sub reddit members of gw also have pictures of places like Walmart also bothering to put up advertisements for the game on switch. I get the feeling this somehow did more than most of the games advertising. 

I wish we could see the sales records of these games. 

Even though the switch port was apparently well received it wasn't going to bring back bfn and I simply wonder what could've been for this series. 

Even worse is that bfn on switch was the first time the frostbite engine was able to be ported over so pvz paved the way for any other ports of that engine. 

Gw2 also later came out on steam and it absolutely buried bfn's all time player count several times over. Gw2 on steam didn't get marketing either but it was clear what game was preferred.

15. My idea for garden warfare 3. 

So what would I have done for a gw3? 

I would have made gw3 the end of a trilogy but focused on a few things. 

The main one is the overall plot: With the plants and zombies conflict spiraling out of control across time and space and stealing their treasure the gnomes step in to regain control and exact revenge. This will lead to all three factions fighting each other and tie into gameplay at times. 

The new maps and aesthetics will also be mostly gnome based and do to time travel shenanigans old maps will be brought back but altered with rifts in the sky and some changes/gnomoverse patches of land. This will be my way of bringing old maps back but altering them just enough to fit all classes. If this wouldn't work then only period appropriate classes. 

A skyboxes idea from a mod on reddit: 

Two new maps I've thought up would be: 

A gnomiverse team vanquish map. This map will take place in the gnomiverse and play like normal but their will be a twist. Some ideas: 

* A singularity from Infinity time roams the map and will either instavanquish or drain health of anyone caught in it. 

* Time is distorted at random with some effects such as traveling forward in time and instantly reloading main weapons and bypassing ability cooldowns, players will get affected by time speeding up or slowing down movement speed and so on. 

* Gravity randomly goes wacky and allows for low gravity jumping for a time 

* Gnomes roam the map and attack anyone they see. In vanquish confirmed they can take orbs to deny points, put suburbination points back to neutral, and force a gnome bomb reset or deliver it to the closest enemy base in gnome bomb. 

A 3rd AI team may be weird to balance but I wanted the map to stand out this way. 

A turf map that has plants try to stop a zombie expedition into the gnomie verse. Certain points will have hazards like singularities or gnomes attacking both groups. 

The final point will have both teams fighting each other and gnomes to capture a king of the hill styled clock. 

This is the hands of time and both sides want it to stop the other from perfected time travel unbound by any butterfly effects. 

If plants win we cut to the pvz 1 lawn where a small flower panicks as a zombie approaches only for it to be comedically eaten by chomper and the pair to celebrate as the sun shines on this new bright day. 

If zombies win than a zombie is seen trying to crack a wall nut on the lawn only to give up when z mech shows up tapping him on the shoulder. A loud crunch is heard as dark clouds gather as zomboss's laughter can be heard as more zombies approach the defenseless house. 

The ending is essentially either team time travlling unabated to change history in a significant fashion. 

We can change this if you guys think the idea stinks. 

A new gamemode with a few ideas: Gnomeageddon.

Some ideas: 

-plants and zombies work together to fight off gnomes as long as they can. 

-the map is divided in two and the last team standing wins. Players get infinity shard points to buy things to mess over other teams like in pikmin multiplayer such as dropping airstrikes on the other side of the map. 

-bo2 zombies grief styles match where the teams just can't hurt each other and who ever has the last man standing on the end of the round wins. If both go down then it's based on points. 

A few other changes would be qol mainly. 

* solo play now allows the player to choose team layouts by picking specific classes/variants for slots and allows them to choose what spawnables the AI can spawn. Want only flag and heal spawnables boom. Only newspaper vs doomshroom in turf? Boom there you go. Want only a team of tank commanders and cosmic brainz against fire peas and iron citron? Here you go. 

* The gw2 upgrade system will now have the bfn point limit to avoid the meta builds being spammed. 

* bfn qol such as peashooter and engineer continuing to fire as long as the button is held and not being able to see enemy markers unless marked by a variant like scuba soldier. However ally markers would remain but in the detailed gw icons. Also keep the cooldowns for gatling and such determined by ammo fired. 

* Imp punt keeps the bfn attributes of only 100 damage unless on direct hit. 

* spawnables prices/rarity changed and units like bonk choy are buffed. 

*teleporters can be built on either position to give players freedom of choice to avoid mass tele camping. 

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