Re: The bfn retrospective: how not to evolve a franchise
@Iron_Guard81. That's just the problem. Overwatch was a trend that quickly faded just like battle royal and fall guys did and tbh it was never that great from the start but blizzard back in 2016 was riding a massive "can do no wrong wave" before they quickly came crashing down due to horrible gameplay decisions and politics.
2. Is it really mocking if the entire game is designed to play like Overwatch? Of course I should've known popcap was so big brained that in copying Overwatch as a mockery they made the game trash truly "brilliant". Its weird imp even references her since he was around before she was and imo handled better.
3. Fighting multiple of the same characters was nightmare but now being forced into 2 dps, 2 tanks, and 2 supports isn't fun.
4. Heroes suffered the main problem bfn did: ZERO marketing and its a shame as I really like heroes. I hope they actually advertise pvz 3 or else it will go unnoticed especially after its poor first reception.
5. Yep, it was nice hearing the youtubers speak their mind from both a fan and youtuber view where either way they looked at it they just enjoyed gw more and it was much better for views.
6. I said in my posts that they need to show the upgrade icons clearly like gw2's but appear on the vanquish screen like in bfn. They should take 2's upgrades but add the point limit so players cant just spam health, damage, and ammo but at the same moment not be given variants but worse.
7. I did say i liked the gnome bomb spawn indicator but my god does sprinting just DESTROY the bomb carrier and camping your positions due to 8v8 is far too effective. Loggy acres also shares this problem.
8. They ruined suburbination and they need to do a full step back. It was a system that didn't even need to be changed and they still found a way to **** it up.
9. Bfn maps are just poorly designed in being too narrow and lacking proper pacing. going back to gw and the maps are just so open and big but combat still flows really well. Gw1 did have the best maps but gw2 had some great ones and it tried to experiment with new factors like low gravity and weather. Gw2 walnut hills having a ring that disables abilities around the door and the gw2 cast would've have relieved the many problems the map has as it devolved into soldier vs peashooter again.
10. I get what you mean about the buildings and the character's cartoonyness has been greatly increased (look at imp and z mech) in bfn (I also mentioned how they completely removed the animated blood in bfn). The main thing I miss were the plants and zombies own aesthetics in the games like massive bright gardens for plants and the gothic and corrupted zombie areas with all the architecture having statues or symbols of the 2 sides with zombie gadgets strewn about (gw1 had the plants worshipped as heroes like in chomp town).
11. I've already explained why bfn ops is a disaster multiple times.
12. I like your economy idea as it keeps the no cooldown consumables but avoids coffin spam by making them expensive.
13. Gw2 Hud with bfn overheat indicator and other qol changes would be the best system.
14. Agreed on sprinting and overheal its only made combat sluggish and frustrating and characters need differing speeds in a multi class shooter.
15. A lot of mechanics from bfn and boss hunt are just straight up not explained and need to be (i mentioned the animated ability shows that did a good job of showing the player what happens, they need to return).
16. Compromise? Half revive health with full regen like gw2's as bfn's is too fast. Im neutral on multiple people reviving faster as it encourages doing it together but also kimda takes away healers being special in reviving faster.
17. You truly did underestimate variants. Gw1 would've quickly gotten stale and boring if we were only playing the same versions of the eight characters.
They made players experiment but also didn't force them out of their comfort zone with a characters ability set like mechanic forcing engineers to be accurate in exchange for fast automatic damage while allowing them to still build teleporters that helped their team or bandit cactus players wanting to jump into the fray but also liking the cactus' defensive ability set.
They spiced up the game while also keeping it familiar much like tf2 alt weapons in that they could introduce into new playstyles with a familiar character with respective checks and balances against their stock counterpart like agent pea or the crusaders while allowing the map design to not have to altered severely due to new characters (Overwatch map updates were painfully slow to accomodate for all the characters).
The upgrade system was never going to come close to the combat depth variants provided as half of the upgrade system was just diet variants with none of the depth that made the system so engaging in the first place.
Ive also mentioned in earlier posts about how they added variety to ops enemy/ally roster and its difficulty.
Even reviews of the game noticed their dissapearance and the lackluster combat depth. Imo this one does a good job at explaining it. I even remember one titled: Should you play bfn? Not if you've played garden warfare.
https://www.glitched.online/plants-vs-zombies-battle-for-neighborville-variations/
18. I want a gw3 but at the same moment I'm genuinely concerned about WHAT they will do to it.
EA really should've played it safe with a gw3 as now it seems they lost everything: the fans, the money, and the studio.