Quoted from Cserold:Along with several "I don't get it...you just whack the ball around randomly. What skill is there in that?"
man, you have some rude friends and family. everyone that's played my games has said nice things even when they don't really get it.
Quoted from jwilson:Weird, the opposite happens at my place - new players are "scared" of the newer games and they tend to play the older, less flashy games.
yeah, i've definitely noticed anyone over 45 gravitating towards Black Hole (my oldest game). the newer games do probably look more intimidating, but also i suspect they might feel a little bit sillier or less mature playing the newer games because of all the toys and the DMD or video display (regardless of theme). the older games might seem less embarrassing to them.
Quoted from PanaPinResto:When I'm explaining pinball rules to non-pinheads I stoped calling them rules. People instantly shut down and don't want to be bothered with "rules". I always get "I don't care about the rules". Now I call them objectives. I believe it's a more accurate word and people don't get intimidated. People don't like rules.
when i have non-pinhead guests, i set the games up so that multiball is a little easier to achieve where possible. for example, on STTNG, i have it set up so you can select "light lock" from the plunger on all three balls, which guarantees Borg Multiball on your third ball if you remember to select the same "skill shot" all three times (even this is a challenge for non pinheads!). it gives them a nice show and lets them see what the game can do, and gives them a taste of how hectic and fun multiball can be.
Quoted from benheck:Get rid of auto plunger and you have to rely on physical locks... And the tourney guys complain.
What Pinheads like in games (and catering to that) is what's making it harder for new people to get into them.
you really can't get rid of auto-plunge. modern multiball rules, ball savers, add-a-ball modes, and ball search all rely on it.
Quoted from konjurer:I'm surprised that pinball hasn't picked up on some of the game design patterns from other types of games. All new game should have a tutorial mode to train the newbie.
nooo. players hate tutorials. even new players. most miss what tutorials are saying anyway because they are too busy mashing buttons to figure out how to skip the tutorial. worst gaming trend. the best thing a game can do to be friendly to new players is to have obvious, intuitive first-level objectives and have difficulty and complexity that ramp up linearly. this is tricky to do in pinball because the playfield is generally static, but it's certainly not impossible. there are a lot of great games where newbies first instinct of what to do is actually correct -- things like cool looking ramps and big bash toys that build towards something cool like a multiball or a jackpot. obviously most advanced players need layers of complexity beyond that. Look at Metallica, though. It integrates both simple and more complicated ideas simultaneously pretty well. you can just bash the electric chair guy 5 times to start a neat multiball mode, or as an advanced player you can work on progressing through "crank it up" or whatever. The inline drop targets are super intuitive as well. I wish more games used them, they are way more fun than the much more common usage of drop targets -- a bank that spells a word. spelling is boring! always has been!
Quoted from pinkid:Let's see, no nudging or any body english, not having a clue about a replay knocker or a "match". Trying to play locked balls that are kicked out when the game is over. Double flippers are annoying........
when i first tell them what good players play like, about half of my guests want to argue that nudging is cheating, haha. and yeah, they come to me a little sheepish and scared and say they think they might have broken something if they encounter the replay knock.