Interessting article. There's a couple things that come to mind:
- Data East, Sega, Stern and Premier have demonstrated that a license is no guarantee for a good or great game. Bally / Williams had their share of less appreciated licensed themes as well. The same goes for unlicensed games. Fact is: some designers deliver a better game than others (and some didn't have a clue of what they were doing, both in licensed and original themes). Some manufacturers also delivered better quality games, or used better quality parts, but that's a different discussion (Gottlieb games apparently had the best parts, but that didn't help licensed games like Waterworld or Barb Wire, did it?).
- A license leads to instant (positive) recognition, or at least it should, but you can screw it up too. Pick the wrong license and it won't sell, and/or it won't get played on location. Or you can get a great license but build the game with mediocre parts, resulting in it being out of order all the time. Not helping. Or pick a license that could work, shove it down a designer's throat that doesn't want to do it and you end up with a so-so game. Or give a designer a license of his choice and free reign and you end up with your best selling game ever. So besides the license there are a lot of other factors involved that have influence on the outcome of a game. Basically, if a license is not executed right, or the game broken all the time, the disappointment will only be bigger for players, resulting in them walking away from the game and possibly pinball in general.
- Licenses do have a huge disadvantage: those not familiar with the movie / comic book / theme are likely to not understand the game and the characters in it. X-Men and Avengers come to mind. Most superhero pins actually, since I'm not into these. That's my personal taste, but it doesn't help pinball. E.g: a girlfriend and I were playing on location and had a Wheel of Fortune and Spiderman available. We played WoF, then SM and went back to WoF because we didn't like SM and the (to us) unfamiliar characters. WoF had a happier vibe and we had more fun playing it.
- another disadvantage of licensing: it changed the artwork appearance on pinball machines from eyecatching artistic masterpieces to copy/paste photoshop collages that hardly stand out. That didn't help pinball in general at all. The art wasn't simply that appealing compared to games from the 70s or 80s. Add on top of that the creative restrictions the artists have to deal with, dictated by these movie studios protecting their brands and actors, and you'll understand that doesn't help pinball in general either. So there is instant recognition, but it hardly stands out. A static illuminated backbox hardly stands out between most other coin-op devices, but that's a different topic.
- In the upcoming Pinball Magazine No. 3 Roger Sharpe makes some very interesting comments on licensing: while licensing has proven to be successful, you shouldn't get a license for the wrong reasons. Just because it will be a big movie hit, or because a video game sold so many units, or the show is a hit on TV, or the slot machine of this license is very polular, doesn't mean it's a good license for pinball. If you take such a license anyway, how big are the chances it will be a good game?
Roger also mentioned that licensing in pinball probably has become a self fulfilling prophecy. I think he may be right. Gary Stern believed for years they needed licenses to sell their games, to the point that they can't do without them anymore. Fact is that many of the licensed Data East and Sega designs were very mediocre games that didn't benefit pinball in general. Stern's first attempts at original games weren't exactly great games either, which didn't help them to build a proper reputation with operators (at the time their key market). After 3 mediocre original themes they probably needed the instant recognition a license brings in order to stay in the game. And apparently they still do, only now the market is different. Many operators quit on pinball and the chances of them getting back into itl are slim. The operators that are left today probably need the instant recognition a license brings as nobody cares about pinball anymore. The collectors? Who would have thought they would dominate the market? But many would never have bought certain games if they weren't tied in with a license. Would Metallica sell as well if branded as a generic Heavy Metal theme? The people that don't care for a license (they just want to buy a pinball machine) still have to choose between licenses as that's all what has been put out for years.
Funny enough Mustang comes along, the first pinball in ages to have a completely original character set and original modes, which have nothing to do with the Mustang brand. What happens? Both operators and collectors ignore the game. It's a great game, but the instant recognition is not what many have become used to, or the theme is preventing people from liking it. I wonder if Mustang would sell if rebranded as Fast Car or something similar, making it a completely non-licensed theme. Or would it sell better as Ferrari? or Corvette? or Car Race, or whatever.
Both Spooky and Skit B (and to an extend JJP as well) could probably use better marketing as mostly pinball insiders know about their games. Still the licensed Predator beats America's Most Haunted in sales. Is that because of the license? Or because Skit B got the advantage of starting earlier than Spooky? Did Spooky advertise AMH already to distributors and operators? That may also help