Quoted from The_Dude_Abides:
I certainly hope they don't rule things out like those things in the future. I hate when Pin companies limit the creative process and do things only one way. Spice it up provide a little change in your pins let the creative process dictate what to put in the pin. To never release a pin with three flippers or mini-playfields would get a little bland after a few of em.
We don't rule anything out, but I'm kind of a stickler when it comes to certain things.
Shaker Motor: Only if the theme really called for it. The only example I have is Jurassic Park, as that was just perfect. If we ever did anything that would really benefit a little more than a "look how many features my game has" sort of way, I wouldn't hesitate to add it in.
Mini-playfield: Ted's a little off on this one, as I actually really love mini-playfields, if done right. Battlefield on Shadow and Powerfield on Twilight Zone come to mind, and I guess WhiteWater, if the upper right counts as a mini-playfield. Again, it's the fluff that I don't like. In the little time I've spent with Wizard of Oz, I'm really liking the layout and the direction of the game, but the more I look at it from a design standpoint, I have to wonder if it was worth it to add two mini-playfields with one shot apiece. The spinning house is a crazy-cool effect, though, for sure.
Multiple Flippers: Again, it has to do with how useful the added flipper(s) is (are). If there's an added flipper somewhere, I believe it should either have one very specific use (No Fear jump ramp) or many uses; something like three shots would seem good to me. It's that middle ground that gets iffy, to me. Again, citing Shadow as an example, the upper flipper on that can go through the Shadow loop, go into the Khan hole, or you can shoot for the battlefield, which is admittedly kind of sloppy but it's there. That's three shots, making it a viable flipper addition. Using Guns N Roses as an example, the upper flipper only exists to make that inner loop and a side-shot into the Axl scoop, which is nasty-difficult to pull off on purpose, especially to loop into the scoop for the Axl combo, which I may have done on purpose maybe 5 times in my whole life. Now, GnR is in my top 3 games of all time, but one has to wonder about that design choice to add that much hardware to a pin to add a shot-and-a-half to an already full pin package.
Dammit, I'm rambling again. Oh well...