{"id":417,"date":"2013-12-30T20:49:05","date_gmt":"2013-12-31T02:49:05","guid":{"rendered":"https:\/\/bobbylox.com\/blog\/casual-pinball\/"},"modified":"2024-12-02T13:31:06","modified_gmt":"2024-12-02T19:31:06","slug":"casual-pinball","status":"publish","type":"post","link":"https:\/\/bobbylox.com\/blog\/casual-pinball\/","title":{"rendered":"Casual Pinball"},"content":{"rendered":"\n<p>As many of you know, I&#8217;m a big fan of the genre of electromechanical games known as Pinball. &nbsp;I got a chance to spend some time with the <a title=\"Twilight Zone Pinball\" href=\"http:\/\/en.wikipedia.org\/wiki\/Twilight_Zone_(pinball)\" target=\"_blank\" rel=\"noopener noreferrer\">Twilight Zone<\/a> machine over at <a title=\"Emporium\" href=\"http:\/\/emporiumchicago.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Emporium Arcade Bar<\/a> recently, and I want to share some thoughts about pinball design which might apply more broadly to game design experiences.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/images03.olx.com\/ui\/18\/10\/21\/1330363286_323520921_3-Twilight-Zone-pinball-machine-Toys-Games-Hobbies.jpg\" alt=\"\"\/><figcaption>Twilight Zone Playfield<\/figcaption><\/figure><\/div>\n\n\n\n<p>Over time, it seems, pinball rules have become more and more obscure. &nbsp;In tournaments where precise control of the ball is the skill most tested, it makes sense to have long chains of events which result in increasing point values. &nbsp;But in casual play, the rules often seem overcomplicated. &nbsp;Here is the <a title=\"Twilight Zone Rules\" href=\"http:\/\/pinball.org\/rules\/twilightzone.html\" target=\"_blank\" rel=\"noopener noreferrer\">rule sheet for the Twilight Zone machine<\/a> I was playing. &nbsp;<a title=\"Frontier Rules\" href=\"https:\/\/www.youtube.com\/watch?v=1FWl2R1V0ks\" target=\"_blank\" rel=\"noopener noreferrer\">Check out this video<\/a> where the rules of Bally&#8217;s &#8216;Frontier&#8217; machine are explained.<\/p>\n\n\n\n<p>I&#8217;ve come to the conclusion that most pinball players care about three things:<\/p>\n\n\n\n<ol class=\"wp-block-list\"><li>Length of play<\/li><li>Toys<\/li><li>Play Modes<\/li><\/ol>\n\n\n\n<p>Length of play is an obvious way that a casual pinball player can feel good about a session. &nbsp;The longer you play, the more chance you feel have of activating something special, and you can&#8217;t help but accrue points just by hitting things randomly. &nbsp;Conversely, when the ball goes down the drain and out of play, that&#8217;s a very punishing feeling.<\/p>\n\n\n\n<p>Toys are the interesting things sticking out of the playfield. &nbsp;Sometimes they flash or jiggle or make noises, or all three! &nbsp;When a toy is activated, it&#8217;s very rewarding, regardless of the point bonus they often represent. &nbsp;Sometimes they have interesting gameplay consequences, as in one of my favorite machines of all time, <a href=\"http:\/\/en.wikipedia.org\/wiki\/Jurassic_Park_(pinball)\" target=\"_blank\" rel=\"noopener noreferrer\">Jurassic Park<\/a>.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/forum-s3.pinside.com\/201207\/329092\/35796.jpg\" alt=\"\"\/><figcaption>The dinosaur head on the left picks up your ball and swallows it!<\/figcaption><\/figure><\/div>\n\n\n\n<p>Probably the most rewarding thing &#8212; and what people care about the most &#8212; is activating different modes of play. &nbsp;It&#8217;s accepted that shooting the ball up the field with the plunger and flippers is the standard mode of play, but breaking up the fun with different kinds of experience is a core gameplay principle. &nbsp;Think about the power-pellets in Pac-Man, which switches the player from the hunted to the hunter, or the special contraptions in Jetpack Joyride which change up the input. &nbsp;The problem in pinball is, outside of expert play, these things are far too rare. &nbsp;Getting a multiball or a mini-playfield often requires unlocking that experience by performing a sequence of difficult actions.<\/p>\n\n\n\n<p>You can even think about a pinball machine as just&nbsp;<em>one part<\/em> of a larger game, which is getting the most enjoyment out of the pinball available to you. &nbsp;If points are to have any value in that context, they need to be standardized across machines, otherwise the question will always be &#8220;is 540,000 points good?&#8221; &nbsp;Outside of competitive play, everything is made up and the points don&#8217;t matter.<\/p>\n\n\n\n<p>I don&#8217;t like to point out a problem without offering some solutions, so here they are:<\/p>\n\n\n\n<ol class=\"wp-block-list\"><li>I DON&#8217;T think that points should be eliminated, and I&#8217;m skeptical that they&#8217;ll ever be standardized across games. &nbsp;I do think they should be clear consequences of specific actions, pointed out with something other than a playfield light, which are so easy to ignore amongst all the other flashing whatsits. &nbsp;It would be great if points could be displayed <em>over<\/em> the place where the points were awarded, perhaps by projecting onto the playfield glass?<\/li><li>Activating toys and modes should be more straightforward, though not necessarily less difficult. &nbsp;For example, getting the ball up a narrow ramp can be very difficult, especially if there are drop targets in front of it. &nbsp;Drop targets (panels which drop below the playfield when hit by the ball) are a very intuitive, straightforward way of barring progress. &nbsp;It can be difficult, as long as the player understands the steps needed to trigger a special event WITHOUT READING.<\/li><li>Extend the average playtime, if possible. &nbsp;I know this is the arcade business, and that the margins on pinball are the worst they&#8217;ve ever been, but when the Donkey Kong machine right next door gives the player more playtime, that&#8217;s where they&#8217;ll put their quarter.<\/li><li>Make it quality time. &nbsp;People need to feel powerful and competent right away, and there are some pinball games that already do this. &nbsp;<a href=\"http:\/\/en.wikipedia.org\/wiki\/The_Machine:_Bride_of_Pin-Bot\" target=\"_blank\" rel=\"noopener noreferrer\">Bride of Pin-Bot<\/a>, I&#8217;ve noticed, makes some ramps and moving targets really accessible to new players, and saves others for the advanced (or lucky) ones. &nbsp;Just the fact that you can hit a ramp reliably feels like a huge accomplishment. &nbsp;Other games (such as a favorite of mine for other reasons, <a href=\"http:\/\/en.wikipedia.org\/wiki\/Black_Hole_(pinball)\" target=\"_blank\" rel=\"noopener noreferrer\">Black Hole<\/a>) make the player feel stupid. &nbsp;If there is a big empty area in the center of the playfield, or a lot of stationary targets that just bounce the ball up into the glass, they&#8217;re gonna have a bad time.<\/li><\/ol>\n\n\n\n<p>I&#8217;m really excited about what&#8217;s happening in pinball right now, and I hope that this article will cause pinball designers to spend a little more time thinking about this segment of players &#8212; the casual barroom or arcade player, who plays pinball because it&#8217;s there, not because he loves the flippers the way we do.<\/p>\n\n\n\n<p>That goes for other game experiences, too. &nbsp;I wish that hardcore games of all types would consider the players that might wander in looking for a few minutes amusement. &nbsp;Being a hardcore gamer should not be a prerequisite for playing COD, but playing COD should make me want to become a hardcore gamer. &nbsp;And maybe that&#8217;s OK. &nbsp;Maybe high-profile videogames can afford to turn away users by the millions because there are still millions more. &nbsp;Pinball, however, definitely does not have that privilege.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As many of you know, I&#8217;m a big fan of the genre of electromechanical games known as Pinball. &nbsp;I got a chance to spend some time with the Twilight Zone machine over at Emporium Arcade Bar recently, and I want to share some thoughts about pinball design which might apply more broadly to game design [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"slim_seo":{"title":"Casual Pinball - Bobby Lockhart","description":"As many of you know, I'm a big fan of the genre of electromechanical games known as Pinball. &nbsp;I got a chance to spend some time with the Twilight Zone mach"},"footnotes":""},"categories":[1],"tags":[],"class_list":["post-417","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/posts\/417","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/comments?post=417"}],"version-history":[{"count":1,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/posts\/417\/revisions"}],"predecessor-version":[{"id":418,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/posts\/417\/revisions\/418"}],"wp:attachment":[{"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/media?parent=417"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/categories?post=417"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/bobbylox.com\/blog\/wp-json\/wp\/v2\/tags?post=417"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}