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Are games getting too complicated???

  • Thread starter Thread starter Deleted member 181
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Deleted member 181

Ok I like to think that I am a pretty good player, not the best but pretty good.

I have just recently taken possession of a rather amazing X men LE.... I cant fault this game in anyway (well apart from the bulbs flying out all over the place) and trust me I am the first to throw poo at new games :p

It just seems that its going to be an amazingly tough challenge to get to the end of the game, and now the code has been updated it seems almost impossible, which makes me think are coders going to far now or is this a good thing??

One thing for sure is that I keep going back to it, but wonder if this would put of the casual player, if the casual player is still out there

thoughts

will
 
You're asking the wrong guy here. I struggle with the rules of Taxi!!! Ha ha. But I do think for the casual player in a bar, the rules are too complicated. It's almost like Stern are completely aiming there rules at the home user. Unless you're willing to spend £££'s learning them.
 
I thought with the new code that was released you could make it as hard or easy as you wanted.
 
XM is one of the hardest games out there at the moment. Dark Phoenix is like Valinor. IM is hard but the shallow ruleset makes you feel you have a chance whereas XM is deep and hard! They are going to add combos which might make it easier to defeat villains etc. Avengers is supposed to be hard as well. ACDC is easier than above it would seem. Waiting for a Papa tutorial on XM;)
 
It's a fine line between being easy to understand but challenging to achieve. You don't want to complete your game in a week. For me the likes of CFTBL and TAF have their rules just right
 
I would imagine Stern are building games for the home market first, regardless of whether they should be or not.
but as such I would have thought that they would be devising rule sets to last, that even after achieving wizard mode and the like, you can still go back and learn new strategies for longevity.

i don't think having these complicated setups helps the average player in a bar, but then again, I don't think that player cares whether the rules are deep or not, for their 1/2 games a week they play, if that.

then again, maybe 1/2 games would become 5/6 games if they knew their goals.

Catch 22.

i have a friend who loves Zen Pinball, but is befuddled by the rule sets, but he loves the game nd plays anyway, just for the enjoyment of playing and the sights and sounds. So i guess that it isn't important to *everyone* to know what's going on, as long as they're enjoying themselves.

personally, if I owned a game that took me a years play to get to wizard mode, I'd be stoked with the challenge, just pushing and pushing, edging toward it month by month. Y'know?

#nevergoingtogettoTheSun
 
You used to be able to walk up to a new pin in a bar and after a few games have a fair understanding of which shots meant the most. Now the game rules are so deep that it takes awhile to understand what shots really mean much. Thats not conducive to generating interest in playing the machine.
 
But have things changed really? Played a lovely Road Show recently and hadn't got a clue what was going on!
 
it makes you laugh, games like AFM are just rinse and repeat, but they get the love. games that you have to actually hit shots in sequence and do stuff are rubbish.
Mr Stern I would suggest add the smart bomb feature. just like in the original AFM, just to help out the poor little' Darlin's '.
the standard of play has definitely got better in the time I have been into pinball, about 7 years. scores are a lot higher on games than they used to be.
if you want easy, buy Scared Stiff. then sell it after 3 months cos it's too easy.

in the words of J.Jonah Jameson 'play better'. :biggrin1:
 
I'm a home player. Wasnt always the case, but now, its the most type of play i get. For that reason i want it fast and hard with the ability to last. Man, i sure do sound like the missus lately.....;)
 
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