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Why has Stern forgotten how to use a screen properly?

Mfresh

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10 Years
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Oct 7, 2012
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How come Stern seems to have forgotten about holding the ball while animations play on the screen? It seems to me that with old DE and BW games you always had time to watch what was going on on the DMD because if there was a sequence of any length, or if there was info you needed to see, the ball was held somewhere so you could take your eyes of the playfield and take it all in.

Fast forward to the last 10 years or so and that seems to have gone out of the window. With DMD games like Met and AC/DC there is plenty to see but very little time to see it, and with the lcd screen machines it's got even worse: take a game like Stranger Things or Batman 66 and there's probably lots of stuff to look at, including useful info about game progress or hints about what to shoot for, but almost no chance to take it in because of the action going on on the playfield.

It seems obvious to me that vital info like "Lock is lit" or "shoot for the gadgets" should be done through a call out which you can take in while playing the game, not via something which is displayed briefly on the screen. Or at the very least display that info while the ball is held somewhere.

There's a parallel here with the way that cars are going - an obsession with screens. Rather than have buttons or thumbwheels that you can operate to change radio stations or Spotify tracks while watching the road, you now need to look at a central touch screen and then prod at the right part of the screen while taking you eyes of the road.

Hummphhhh.
 
I do agree with this, I really enjoy other people playing my pins as I see animations and important info I’ve never seen before, that said it does make the learning curve steeper which I like - it’s quite nice discovering something new after 1000 games.


Sent from my iPhone using Tapatalk
 
I agree with the move away from constant stop/start.
However I think Stern (haven't played enough of other manufacturers machiness) are getting better at conveying information required on screen through icons which are there permanently, rather than just flashing up briefly.
Tberes nothing worse than timers running down while you see the same intro clip for the 500th time
 
After many years and learning from what sells Pinball became the gold standard UX because the user could work out what needed to be done by looking at the playfield light. Then came DMD with animations and there were some that added and some that detracted from gameplay. Now there are big displays they 'have to be filled' and so you get video snippets that stall the play and will become tiresome. It will be sorted over time but we are in a 'throw everything we've got and sod the player' era.

Just my opinion of course.

David
 
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