(Topic ID: 320324)

I really dislike staging. (warning: petulant whining)

By oldbaby

1 year ago


Topic Heartbeat

Topic Stats

  • 47 posts
  • 25 Pinsiders participating
  • Latest reply 1 year ago by MrMikeman
  • Topic is favorited by 2 Pinsiders

You

Linked Games

No games have been linked to this topic.

    Topic poll

    “Staging is:”

    • a good game mechanic 20 votes
      51%
    • a bad game mechanic 6 votes
      15%
    • neither good nor bad 13 votes
      33%

    (39 votes)

    Topic Gallery

    View topic image gallery

    64C01A9B-806A-47E8-BC0E-86F1CAA0A903 (resized).jpeg
    C5B07A63-0208-428D-8B95-B8C4C9640207 (resized).jpeg

    You're currently viewing posts by Pinsider jackd104.
    Click here to go back to viewing the entire thread.

    #7 1 year ago

    I knew this technique but not by the term staging. At any rate, why would one not like staging? It’s an additional technique you can do if you want to, but totally optional.

    On my games that will allow it I do have the flipper switches adjusted so it can be done. My no good gofers is a game where it’s seemingly not possible due to there being fixed optos instead of leaf switches.

    Ps - I also think there are probably few operators that would ever care or pay attention to dialing in a game enough to consider staging. Maybe some real pinheads.

    #22 1 year ago
    Quoted from skink91:

    So your argument is that pinball games should be designed instead to accommodate someone who doesn’t know what they are doing rather than implementing it the better way and forcing someone to learn how something works?

    That argument is so right. If you added extra buttons for staging, you are vastly increasing the complexity of the game’s interface to accommodate a tiny fraction of the player base. Which is the opposite of the basic product design principle to make things as simple as possible for the largest number of people.

    #31 1 year ago

    I was at Stranger Things Experience in NYC this weekend. I saw a lot of new people playing the ST pinball they had there on freeplay. Anyone that thinks 4 flipper buttons is a good idea should observe players in the wild. One family started the game and kept pressing the action button on the lockdown bar to activate the flippers. They were getting really frustrated, thought the game was broke. I showed them the flipper buttons on the side. Other people did not know how to start a game. Other people said "aw shucks" and walked away after the first drain not knowing they get more than 1 ball. Now, clearly, these people aren't necessarily the main target audience for all location pinball play, but they are much closer to the target audience than the 0.1% of the audience that wants to do stage flipping. 4 buttons is not just perceived as more difficult because we've all been trained on two. It's inherently more complex cognitively, by a factor of about 4x. Quadruple the complexity. To appeal to 0.1%. Some pins have four buttons. Because something has been done does not mean it's a good design. The world is full of bad design, more bad than good. Anyway, I will cease now. Hot button topic for me as a video game, software, and product designer of 20+ years

    #38 1 year ago
    Quoted from SpyroFTW:

    I dont want to intrude on this delightful bone of contention, but if it wasnt intuitive to use multiple buttons for things, then how do people play video games? Have you ever seen a kid play a shooter where you do a million things at the same time with different buttons? Now, imagine you had to do the same things, walk, aim, fire, reload, turn around, pull up a menu, etc., with only one or two buttons but the amount of pressure is what determines your actions. This would be incredibly hard to do if not impossible. Thats said, in those same games you walk or run based on how much you move the joystick, thus giving you both options with a single button.
    So, tldr is you are all correct and everyone gets a trophy! Also, fwiw, I know plenty of seasoned pinball players that occasionally forget that upper flippers exist, so its not just for people that have never played before. Oh, and staged flipping is fine, but I suck at it. Nothing is more fun than dropping a cradled ball because you let off just ever so slightly too much. Fuck you Krang ramp!

    That’s a great question my friend. Certainly people can learn and play games with complex controls. Any product has to be considered in context of its goal and setting. Imagine a coin-op game in a public location that is as complex as a PC shooter. Would it rake it money? Does it appeal to a wide enough audience? Is it easily approachable and learnable? Now admittedly pinball is crossing over into the home space, potentially changing its goal and context, but thus far as a product it has remained firmly rooted in it’s coin op legacy. Surely there could be a pin made with 4 buttons or even an Xbox controller that has all kinds of features intended to be learned over time ina home setting. And some hardcore pinheads would love it. Including me, probably. Does that mean there’s a big enough market for a company to pursue that? I don’t know, maybe! You be the judge.

    You're currently viewing posts by Pinsider jackd104.
    Click here to go back to viewing the entire thread.

    Reply

    Wanna join the discussion? Please sign in to reply to this topic.

    Hey there! Welcome to Pinside!

    Donate to Pinside

    Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


    This page was printed from https://pinside.com/pinball/forum/topic/i-really-dislike-staging-warning-petulant-whining?tu=jackd104 and we tried optimising it for printing. Some page elements may have been deliberately hidden.

    Scan the QR code on the left to jump to the URL this document was printed from.