Quoted from Maken:Always find it funny when players complain about deep code. It's all optional! There's plenty of low-hanging fruit for players who don't care to learn the details. Nobody is forcing anyone to get to 2112 or saying you can only play Working Man after all 6 orange records are locked in.
Much like our beloved Rush, where you can just chill to the grooves or really dive in with lyrics and song meanings, good art (and I consider pins to be an artform) is both approchable and deep at the same time. The users can experience it either way, as they desire.
Not sure who you think is "complaining about deep code". I don't see any of that going on.
That said, IMHO you should have more empathy for inexperienced players. The fact is, a game -- any game, not just pinball -- is more fun to play when you know all the rules. I still remember what it was like, many decades ago, to not understand pinball at all, and thus to gravitate toward video games. Pong and Space Invaders were trivial to learn. I can easily relate to players who feel overwhelmed by complexity.
I agree that "users can experience it either way, as they desire", but what if their desire is in fact to understand the rules, and the game's complexity makes it hard for them to reach that desired level of comprehension? Yes, the game can be played without that comprehension, but that doesn't mean every player is satisfied with that.
Frankly, I think pinball could take some cues from video games, which tend to be better about "leveling up" the player gradually. For example, Rush could have had some intermediate stages where you could get to a "Cygnus X-1 light" mode by finishing one Time Machine multiball and Far Cry (IMHO the easiest of the two non-Time Machine multiballs to get to), or by finishing Working Man and Limelight, and making those the only two song modes available initially.
From a beginner player's point of view, having access to the other song modes just increases the likelihood that they will get into a mode where they can't accomplish anything, can't make any progress in the mode.
Using the video game paradigm, pinball machines tend to have a very "flat", "open world" rule set. Contrast this to video games that more often use challenges of increasing difficulty and "leveling-up" mechanics to only introduce new game mechanics to players when they've reached some basic mastery of simpler mechanics. As the games have gotten more complicated, the flat rule set becomes more and more problematic for beginner players.
I admit, there is value to each approach. Experienced players are going to get bored having to play through the basics each game, so you need some mechanism for letting them skip that (e.g. Tempest's starting-level choice when the player starts a game), and that adds complexity. And if your primary market is the experienced players -- which I suppose might be the case today, as pinball transitions more to a collector/aficionado-based industry rather than a casual gaming/arcade industry -- maybe it doesn't make sense to invest time and effort to cater to the beginners.
But that doesn't mean there's not value in at least looking at it from the beginner's point of view and not denigrating their own perspective as invalid when the beginners express a preference for a game that has a simpler ruleset.