Board Thread:Plants vs. Zombies 2/@comment-27580764-20160113211621/@comment-24024415-20160113213954

VimtoMedVimtoSmak wrote: The reason is the creative pacing for plant creation and implementation of the game slowed down. The first three worlds had different pacing from every other world in the game, due to major gameplay revamps and changes (see the 1.7 update notes for further explination). This allowed for more plants to be implemented within the worlds, along with upgrades.

Far Future has the same plant quota and even an upgrade! Why only FF? I assume (unofficial conspiracy stuffs here) that there would have been a map system, similar to the first three worlds. The need for plants was there previously, but the 1.7 changes took hold and we are left with a plant-saturated FF.

Dark Ages came out in parts, the first world to do so. The first part included many plants, but that's when the "post-map laziness" took hold. Now the game designers began to notice that this new island system allowed them to produce more level content, with less plants in between. Part 2 releases with a grand total of 1 new free plant and a lot of empty space. Comparing every world up to this point, this section was barren.

Even in the unused consepts page, a slew on new mushroom plants before the Dark Ages pt 2 update were found, enough to fill the quota of saturation. Why they were ALL scrapped is beyond me, maybe time and programming problems.

And to explain the odd level numbers: 25 was a simple and round number for players to play with, DA experimented with halving it's levels by 10/10 pieces, possibly a 10 piece and a 15 peice, but time and money restraints. Big Wave Beach changed it to 16/16 pieces, providing more content per part for players waiting for the subsiquent part to come. Frostbite Caves, I don't know why they made it 30. Possibly more experimentation and return to original formula.