(Topic ID: 155566)

Ghostbusters "Vs" Hobbit - Poll.. Please be tasteful in the comments!!

By frankmac

8 years ago


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  • 1,516 posts
  • 225 Pinsiders participating
  • Latest reply 6 years ago by CaptainNeo
  • Topic is favorited by 10 Pinsiders

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Topic poll

“Stern Ghostbusters "vs" Jersey Jack Hobbit- What game do you choose?”

  • Ghostbusters 606 votes
    66%
  • Hobbit 311 votes
    34%

(917 votes)

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#20 8 years ago
Quoted from Eryeal:

That's going to be a tough one, because I think there will be different appeal. Just got Hobbit SE today - it definitely reminds me a bit of LOTR in terms of the ruleset and completing different quests. It's definitely going to be quite complicated when the code gets closer to completion. Ghostbusters I feel will appeal much more to the casual gamer, and have more of a "fun" vibe. I view The Hobbit as LOTR, and Ghostbusters as AFM. AFM vs LOTR - two very different games, but AFM is always going to be more "fun" to the casual/non-player because it's just so easy to immediately grasp the rules and what you are supposed to do. The Hobbit will have more of the "wow" factor and get more initial attention, but I think Ghostbusters will be played a lot more.
Again, this is all complete and utter guesswork based off of what we've seen of Ghostbusters. Who knows what both of the games will really end up being like once all the code is done and the games are out there.

Comparing TH and GB to LOTR and AFM might be setting yourself up for some big disappointments. Those are 2 of the best games ever made. The only thing TH has in common with LOTR is the same coder. If anything GB is more like LOTR with a stuffed playfield and some tight shots that quickly return to the flipper. TH playfield wise is much more like AFM but slower and with less shots. I played them both at TPS and the pro GB blows TH away for me. If the premium/LE is better then the pro well that puts GB light years ahead in my opinion. TH is stunning to look at but I will take a fun shooter over lights, an LCD, and shiny art. Gameplay rules over all of the extra crap.

#89 8 years ago
Quoted from Eskaybee:

Disagree.
Code fixed WOZ's design and became highly desirable among many advanced players. Same with TWD. Lyman single handedly saved that game.
And TH is fun to shoot, at least the one I played. Ramps felt good, loops and spinners great, the pop ups were fun to shoot (best pop ups ever in a pin), drops aren't that desirable in any pin without good code, the list goes on.
Code makes games! Look at kiss, fun to shoot but is a complete dud. TWD, not a fan favorite layout but became a hit once Lyman finished it. But if code isn't important then I imagine hitting the left ramp 20 times like Keith Elwin did on GB PRO to get good scores is what you like, then have at it. Might as well get an earth shaker while you're at it so you have a right ramp to hit repeatedly over and over to match.

And yet even with great code we both owned and got rid of TWD quickly. There were several frustrating design flaws that made me truly dislike playing that game pretty quickly. Great code can bring a game to life but if the bones of a game are not great, code can only do so much. A great layout with bad code is still a blah game. A bad layout with great code is a little more appealing then the first scenario but it will not make it a great game. I think GB has a much better chance to bring both a good layout and good code to the table.

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