Jeff Ely on The Economics of Pinball
Pinball skill is transferrable. If you can pass, stall, nudge, and aim on one machine you can do it on any machine. This is both a blessing and a curse for pinball developers. The blessing is that pinball players were a captive market. The curse was that to keep the pinball players interested the games had to get more and more intricate and challenging.
Pinball developers struggled with this problem as pinball was slowly losing to video games. Video games competed by adding levels of play with increasing difficulty. Any new player could quickly get chops on a new game because the low levels were easy. This ensured that new players were drawn in easily, but still they were continually challenged because the higher levels got harder and harder. By contrast, the physical nature of pinball, its main attraction to hardcore players, meant that there was no way to have it both ways.
Eventually, to keep the pinballers playing, the games became so advanced that entry-level players faced an impossible barrier. High-schoolers in 1986 were either dropouts or professionals in 1992 and without inflow of new players that year essentially marked the end of pinball. - Jeff Ely
Jeremy Liew of Lightspeed comments: "What game genres have similar characteristics? First Person Shooters come to mind. This challenge is magnified in a mutliplayer environment – it’s not fun to get fragged within seconds of starting a game. It’s the same experience that a new paintball player gets if they wander onto an average paintball course today – most players are now experts."
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