Quoted from bkerins:What you are describing must be part of the LE experience -- you say "Magneto" rather than "X-Men". Having not played X-Men LE for more than a game or two, I don't know enough about its lighting effects. Or, to answer your question a different way, I have played more than 10 games of X-Men, and I don't know what you're talking about. I have not seen much in the lighting of X-Men Pro that distinguish it from other games, but I'll look again. If this is an LE-only effect, that bothers me, I'm not thrilled by the new concept of two or even three levels of game (Pin/Pro/LE).
Well, yes, I was only referring to XM LE, because those were the ONLY XM games at PAPA this year.
And XM was brought into this discussion because Newsom said he didn't even want to walk over and try it at PAPA, and also because he saw that it had a similar disc to Twister and assumed it did the same thing (and it's utilized far differently in game play, but you have to play it to know that). And then when I mentioned the new innovation in lighting effects, he didn't know what I was talking about. So basically, he's complaining about innovation, I point some out, but he wasn't aware of it, because he didn't want to walk over and try it. LOL The whole exchange and counterpoint just seemed really silly and weird to me.
Quoted from bkerins:A lot of the best games have clear, simple toys for new players (World Cup's goal, AFM's saucer, MM's castle). That's not enough for the game to be good -- Mick Jagger -- but I don't think a game can really be a top seller and earner without those hooks.
Dead on. Add a game like Champion Pub into it. Girls in particular have always loved to play CP at my house. It's so painfully obvious what to do, that's why. Nobody wants to sit and read instructions before they play, they just want to play! Hit the heavy bag. Hit the boxer, knock him out with pinballs. There has to be more to the game to bring back the better players, and that's when you know you have an excellent machine (TAF, MM, AFM, etc). But it's that one incredibly alluring toy and feature that you don't have to think or read about to understand how to work it.
Quoted from bkerins:For Pin2K and WOO (it's called Wizard Of Oz, not Wizard of Z) the design is the hook. Long-term it will be interesting to see how a game with an LCD earns compared to a game with a DMD. That drove a lot of sales when DMDs first started to appear, and maybe it will happen again. Hardware, art, theme all bring players to the game, then software and design keep them there.
First of all, give up on WOO. I tried 20-30 times to make that point almost two years ago, and nobody wanted to hear of it, even Jack on the JJP forums. Once they got that WOZ in their head, that's all they wanted to hear. WOZ. Yeah, WOO is technically correct, but maybe one other person stood with me back then in those original debate threads. WOZ won in a landslide, don't even open up that can of worms bc you'll just get frustrated LOL.
Most hardcore players echo the sentiment of "I'm fine with a DMD, I hate the big WOZ LCD!" and the same arguments of "I don't need to look at that while I'm playing" and "It's more distracting than anything" but the point they all miss is that it's not for them. And this touches on one of the P2k design flaws. One of the things which attracts others to pinball is being able to follow what's happening when someone else is playing, so they say to themselves "Ok, cool! I want to be next, that looks fun!" It's like a giant attract screen for others to see, follow, and draw them into being the next to step up and put a quarter in. That's what the big spinning house is for, the flying monkey, the crystal ball (if they fix the screen), and the witch, in addition to the LCD. It's about bringing in new players, so someone else can see the little world come to life, and follow the gameplay, and be hooked just walking by. It's like when people first saw Rudy, or saw Thing grab the ball. They wanted to be next for that. P2k was more like this: walk by and see these beetle like people hunkered over some dark video game thing, "what's going on? I don't know, aliens on a screen... can't tell. Going to try something else... like Slay Kenny or flush some balls down the toilet."
There's a delicate balance between making hardcore players happy, and yet innovating enough changes to draw in new players. WOZ looks to me to be a step in the right direction, and may achieve that balance, esp with KEF creating a wonderfully balanced ruleset for the hardcore player, at least that's what we hope/expect.