After owning these three Lawlor titles for some time, I've come to some conclusions about the game design of each, and am curious to have a discussion about it.
Looking at game design as a broader field, designers usually try to design complex, interesting games, in which there are interesting choices and any number of strategies can be pursued to victory. Games fail, however, when a "dominant strategy" emerges. A dominant strategy is one particular strategy or series of choices that has the highest chance of success (an in terms of this discussion, I am measuring success by a high score in pinball, although one could create other goals for oneself). A dominant strategy is fatal to the game because it renders obsolete many other avenues to victory which were intended by the designer to be viable and "fun" paths to take. I play tons of games of all kinds, and run into the dominant strategy problem all the time (designers of games like World of Warcraft or League of Legends are constantly tweaking the design to avoid the dominant strategy problem).
I feel TAF and TZ both fall victim to the dominant strategy problem. In TAF, the most viable path to a high score is rushing through the mansion modes to reach Tour the Mansion repeatedly, at the sacrifice of even paying attention to the modes themselves which (in theory) should provide these fun alternate avenues to victory. But the points payoff of each mode is not enough to make them worth pursuing versus simply knocking out another mansion mode on the road to Tour the Mansion. TZ is very similar with rushing through the door panel models to reach LITZ once, twice or three times in a game (it's not too far-fetched to do this if you've mastered the left ramp, right ramp, piano shot combo).
Now, I'm not knocking TAF and TZ. Despite this, I still enjoy these games. And I have to keep in mind I'm an advanced player. For the playspaces these games were intended for (arcades), these games are well-designed and are great for more casual play. They weren't designed to be owned in a home and picked apart over years of play
FH, on the other hand, is a more balanced game and I argue does NOT fall victim to the dominant strategy problem, with one caveat: million-plus jackpot carry over must be turned off! With that option off, yes, getting the clock to midnight and getting to the jackpot mode remains the most important goal, but other goals are still *viable* and add to your high score in a meaningful way (the mirror modes, quick multiball, frenzy and super frenzy, etc, anything that can get a million or two is worth going after). By contrast, if million-plus carry-over is ON, the potential points earning of repeating jack-pot mode and getting those carry-over points outweighs any other goals and forces your main goal to always be: get clock to midnight, lock, lock, nail rudy in the face, jackpot.
Thus, I find that I can keep coming back to FH year after year. I get less fatigued with it than TZ or TAF because I feel I can achieve my goal in a greater variety of ways. Because of this, I feel that overall it's a better-designed and more balanced game than the other two, even though the ruleset is not as deep as either.
Thanks for hearing me out. Interested to hear your opinions!
Jack
Post edited by jackd104: typos