(Topic ID: 213345)

Game Archtypes?

By boggle

6 years ago


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  • 12 posts
  • 9 Pinsiders participating
  • Latest reply 6 years ago by nman
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    #1 6 years ago

    I'm looking for a breakdown of the different game archtypes. Helpful info would be best examples and designers of those types of games.

    For example, flow, stop-and-go, mode based, deep, shallow, etc.

    Looking for my first game and I wanted to see if there was a pattern or a collection I could build based on the information.

    Thanks, B

    #2 6 years ago

    I had to look up "archetypes"-

    an original that has been imitated.

    a very typical example of a certain person or thing.

    a recurrent symbol or motif in literature, art, or mythology.

    So yeah, most pinball machines are archetypes.

    #3 6 years ago

    They are, but what are the groups.

    #4 6 years ago

    LCD, DMD, alpha numeric, Solid state and electro mechanical.

    #5 6 years ago
    Quoted from erak:

    LCD, DMD, alpha numeric, Solid state and electro mechanical.

    And 'mechanical'.

    #6 6 years ago

    I always hear people use descriptive terms like "Players Table" or "Shooter's Game."

    #7 6 years ago

    Some have wooden archtypes and some have steel. The Ballys from the late 70s had these real cool tubular ones.

    #8 6 years ago
    Quoted from boggle:

    I'm looking for a breakdown of the different game archtypes. Helpful info would be best examples and designers of those types of games.
    For example, flow, stop-and-go, mode based, deep, shallow, etc.
    Looking for my first game and I wanted to see if there was a pattern or a collection I could build based on the information.
    Thanks, B

    Is this coming from a Jordan Peterson fan, perhaps? I don’t think his archetypes perspective is compelling in any context, especially pinball.

    #9 6 years ago

    I was just trying to o break them out in them out categories.

    Flow
    Mode based
    Deep
    Shallow

    Things like that

    #10 6 years ago

    There flipper and flipperless

    #11 6 years ago

    Interesting thought. I started to come up with something, but it's really difficult to classify games into archetypes because games can be so different depending on different variables - era, designer, programmer, etc. If you're new, most people will lump games by designers and programmers. Very loosely and quickly I've broken them down into different archetypes in each category. It's a really rough list, and only covers some of the first things that came to mind.

    Designers
    Ritchie - known for fast and flowy games (Flash, HS, NF, ACDC, GOT)
    Nordman - flow games, typically a 3rd flipper involved (i500, Wh20, DM)
    Eddy - Flow, with a bash toy (in 2/3, anyway) (AFM, MM)
    Borg - I think he's tough to pin down, he has a lot of variation in his games... (I know, that's really no help) (Tron, XM, MET, TWD)
    Lawlor - "stop and go" is often used. Pick your shots, usually a 3rd flipper to a jackpot shot somewhere (TAF, TZ, WW, RCT)

    Programmers
    Johnson - very deep rules, think "epic journey" (pairs well with "stop and go" games) (TSPP, WOZ, LOTR)
    Sheats - Simple to understand, but lots of strategy to maximize points, very clean and complete (usually pairs well with flow games) (AFM, SM, ACDC)
    Sullivan - Simple rules, usually focused heavily on multipliers (SW Pro, GOT)

    Eras
    60s and earlier - keep the ball alive, score points
    Early SS - A little more depth to rules, clear drop targets, rip spinners, etc.
    Mid 80s (sys 11 era) - stories added to rules, help pinbot find his eyes, run away from the cops in HS, etc (PinBot, HS, WW)
    DMD era - games become more complex and focus more on story (modes). Obtaining high scores often involves stacking, etc
    LCD era - here we are... games have become even more complex - there are multiple ways to attack a game, with lots of minutia to obtaining maximum points

    #12 6 years ago

    Uh, "world under glass"?

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