I'm with Ritchie, he has it right on, it's genious and savvy that drives innovation. I worked for Alliance Atlantis Films & Television during the beginning of its "demise" after going IPO and I would say that verbatim everything Ritchie said about Stern happened there to. It becomes not about "the product" any more, it's about "the stock" or "the profit" - get cheaper parts and improve our margin, or stop short of "finishing"... and because of that the product faulters. It's not "JUST" about pinball becoming less popular - we just see it more here because Canada evolves in entertainment technology faster (due to our overall wealth) than many countries.
Add to that the outrageous price one has to pay to play a round or two of pinball these days....
I have been pushing this message (below) since I started here on MAACA (sorry I forget the RGP poster I am quoting):
"1) Emphasize the random, both in rules and layout. Every game should
have objectives that can only be reached by random motion of
the ball. Being able to shoot at every objective is great for
tournament competition, but for the average player looking to
just have some fun, it's tedious and frustrating. In addition
to random ball action, there should be a random element to the
rules and objectives. Card games and casino games incorporate
that aspect naturally, but the basic scheme should incorporate
things that don't behave the same way every time. Use that
random element to tease and tantalize.
2) Modes suck. Rules can be complex, but they should be SHALLOW.
Experienced players approach a new game and ask the same old
questions. How do I hit all the modes? How do I get the
multiball? How do I get the obligatory extra ball? How do I
get the wizard mode? Unfortunately, the number of people
wanting to play that kind of game is waning. Deep and
complex games are better played on game consoles nowadays.
But Pinball responded by adding MORE modes, MORE
multiballs, MORE rules, MORE wizard modes, etc. Better to
have a simpler objective: light up the grid, climb the ladder,
knock down all the clowns, etc. Make these goals as tricky
to accomplish as you like (and don't forget the random elements),
but break the now-old patterns of modes/extra balls/multiball/
wizard mode. "
I wonder what Vengence has to say about this....
I have always said, being a "non player" player, that it's all about the sound-track, the humour, and being able to somehow, out of no where score a billion points or get the big multiball without a lot of "work" or linear play - earnng bragging rights out of the blue, or putting up your initials that makes pinball for me. IF I didn't get a little "hit" like this once in a while (again being a non player player), I wouldn't have much interest in playing (just as I didn't enjoy video games much because of their liniearity and the necessity of "training" hand-eye skills.
Skill comes second (and I am not de-emphasizing its importance in longevity of home owned machines, or for skilled players). But for the general public and the kids who could play pinballs, put quarters in and sell machines, IT IS A FORM OF GAMBLING, you put some minimal skill into a thing that sometimes PAYS OFF, and then you are hooked. You want to see if you can get it to PAY OUT again. The randomness aspect of pinball is partly responsible for the real boom in pinball in the last part of the 20th century. The number of people who derive pleasure from acquiring the "skill" of pinball is diminished because as far as complex entertainment gaming goes, nothing can beat the pseudo-reality of modern video games...pinball is boring by comparison. However, put someone in front of one and have it scream "goal" , have a crowd cheering (like WCS94 or Shaq Attaq) or hit a knocker, or light fireworks, or start a raucus music sting because you just scored some fantastic goal that you hardly know how you made it, but makes everyone in the bar turn their attention towards you, the "pinball champ" - and you essentially have the "magic" that pinball holds for most people. The desire to be able, through some sheer lucky play, to have the machine pay off in your favour.
JUST LIKE putting a quarter in a slot machine, hitting that random jackpot (since most people aren't skilled enough to purposely complete modes) is what made pinball attractive to the masses.
Despite what Ritchie says, however, I disagree that The Simpsons or Family Guy were poor properties for pinball and infact I think they fit rather well so long as you could select whether the game plays in "adult" or "family friendly" versions.
And I go back to my earlier point that if Pinball machines paid off in free games more frequently, they would be a whole lot more popular (because that's one unique thing that they have that video games and redemption games don't). And don't kid yourself, redemption games are "kiddy gambling" devices without question. Guess what the single most popular game in "Webkinds World" is? The Wishing Well. It's a slot machine. (Did I just go off on a wild tangent?
(If anyone is wondering why I mention slot machine theory in my analysis of pinball so much its because I have an equal passion for slot machines and gambling devices as for pinball.)