X-Men is insane, so I don't quite know how someone doesn't like it. The number of shots, combos, modes, and features are through the roof. The theme may not be for everyone, but holy hell is the game feature rich.
That's what I don't like about it though. There are far too many shots and loops and giant Wolverine is a hindrance to the flow of play IMO. Playfield just feels kinda cramped. Conversely, Star Trek has fewer shots (I think) but feels like a more well-rounded feel to it, like it's actually been "designed" (vs. X-Men, which just kinda feels like it's a Frankenstein's monster of different parts of the playfield).
I haven't had a chance to play TWD, so I can't comment on that.
There's a horrific problem with the playfield (ergo, can't be fixed via firmware) where the ball can drain right when it comes out of the pops. And there's no clean orbit shot either because of the placement of the pops. It's a frustrating game to play.
My general thoughts on complexity of a game are that I've become a pretty damn good pinball player, so I LOVE games where the rules are deep and require me to use my skills accordingly. RBION is a great example of super deep rules that REALLY reward the player for accurate gameplay. Atlantis and Frog Frenzy are like Valinor to me, ha. I don't know, I get that rules, code, and complexity don't do it for some people...But my general opinions have changed a lot since I started playing pinball more seriously.
See, I don't see RBION as being all that "deep" per se. There are a number of modes and some can be stacked, but it never feels like there's more than enough to do with it. As opposed to something like X-Men, where there's a bunch of MB modes, a stack of bosses to defeat (all of which have different opportunities for scoring) but it's never really clear what sort of progression one is making. I still have no idea what the benefit is of picking one "boss" over another. Or completing which mode lights which particular bonus (like Wolfie for MB, or the other ones for some other kind of bonus).
Complexity can be a good thing, but really only when you have the opportunity to spend hours upon hours playing a game. IMO it's to the detriment of the arcade market that all these things are done to pander to the home user. I think something as simple as High Speed could do well in arcades today with it's flashing lights and 100% obvious goals/rewards... can completely sympathise with the majority of the arcade-going public when they walk up to a modern machine and not have a fucking clue what to shoot for (because it happens so often for me, and I fucking LOVE pinball).
I can agree with this. Code can only get you so far. Like as poor as the code / rulesets are in Bride, I still go back to it time and again because the basic fundamentals are so solid. Heck I'd probably put code below theming in terms of importance.
Yeah, it was interesting hearing Trudeau talk about how code is developed at Stern these days. A great interview with him on Broken Token had him saying he basically designs a game and it's almost entirely hands off, then it's left to the coders. He was pretty pissed about it too, saying it's the only part of the process these days that he doesn't like. Vs. while at Williams and Gottlieb of course, where software releases were basically only to fix bugs.
Edit: Sorry if it sounds like I'm having a go at you nicoga, I'm honestly not! I'm just passionate about what I specifically love about pinball (and even moreso about what I don't).
How's WCS going, by the way?