Quoted from Rarehero:Good games, even deep ruleset games, have something anyone can understand right off the bat that result in something fun/cool.
LOTR - Shoot the ring---random mode will start---mode rules are clear.
TSPP - Shoot the garage---ball pops up top---shot to the couch clearly locks for multiball, player knows to do it again. Shot to the TV starts a random mode, mode rules are clear.
These games have a chain of events any novice can figure out relatively quickly. From there, they discover more and more and more until they have a satisfying gameplay/learning experience.
Games like SW are 100% slot machine/board game rulesets...there's really nothing up front to ease you in organically. Some like these types of games, some don't...they're clearly divisive, and I have valid reasons for disliking them. I haven't read up on SW ruleset...but I've played it tons...I have NO IDEA what's going on...it's just rando blinking colors, a lockbar button that doesn't make sense, choices like 2 modes instead of 1 or pass that don't make sense to me, a confusing LCD that looks like a PC CD-ROM with walls of text. Not for me. My wife is a HUUUUUGE Star Wars fan, and even being ultra familiar and in love with the material, she HATES the game. She'd rather play the DE version.
I agree with some of what you are saying, Star Wars can be a little intense.
What I disagree with is Munsters is nothing like that. Keep hitting a shot too start that mode then shoot the blinking lights. The only "confusing" thing would be the jackpot cancellation.
I'm not saying you need to like it, but I just don't buy it as a confusing game.