WARNING: THIS IS A LONG POST. I LIKE TO RANT. TLDR can be found at the bottom
First off, I think that Zen does really well in working with theme. With the exception of the machines based only on a movie, and some of the machines just about a character (except the han solo, or darth vader table, and deadpool, and...well okay, some of them are good), the tables work really well with capturing the a good feel of theme.
That being said, there's several problems with the tables that I had hoped would be corrected in future tables as more experience was gained, but this doesn't seem to be the case. It's a problem I call "all splash, no dive". Basically it means this, most tables seem to be so focused on theme and style, that they are severely deficient in actual gameplay. Now just so you see my point of view, I'm a Amateur-Professional pinball player, with a couple league and tournament trophies. During the season, I spend 1/2 of my free time playing pinball, and was raised on real machines (although I did have Sierra's 3D ultra pinballs, which I enjoyed), so I have more than a decent grasp on pinball design, but I don't mean to say that I know more than other people, there are sure many people I know who are a lot more of an expert than I, but I just thought it should be said that I have some idea what I'm talking about here.
Anyway, I'd like to highlight specific areas of Zen's pinball design which I think are flawed, but for each category, I will highlight tables that Zen has done which I think are closer, or hit the mark, of good design on that part. I do this because I honestly think Zen Pinball can get much better. Right now, most, if not all, of leaguers that I talk to all do their non-serious, off location skill practicing on Pinball Arcade, which is, I should say, very, very good, even if their pricing and purchasing system is completely stupid. When they talk about Zen Pinball, they are mostly dismissive, and like to use my smarties analogy, in that smarties (the candy) are decent to eat once in a while, but they're really just all sugar, no substance, and you'll get sick of them in a short amount of time, and really, there's better candy out there if you want something with actual substance. Such is with many tables that Zen puts out.
I think, with better design, combined with Zen's talent for style and theme, Zen Pinball can really get on Pinball Arcade's level, but offer a different experience that PA doesn't, but is just as good. Enough introduction, lets get down to the meat.
The biggest flaw would have to be many table's complete lack of strategic depth (or more clearly stated, gameplay). Now, a deep table doesn't have to have a lot of main features, and it doesn't have to have a ton of complexity to those features, depth, at least how I perceive it, comes from the difference in option strategy, and how the different options interact (when I say options, I mean features, both main and minor). It's certainly nice when a table has lots of different ramps and things, but that means nothing if they don't work together in some way, and if they do work separately, it doesn't help that they're all pretty much the same shot, but different result. You can best see what I'm thinking if we look at a classic EM table. The features usually are, 1 or 2 banks of drop targets, a few rollover/unders, maybe some top lane roll over (A-B-C or the like), and maybe some wells. Very sparse, very simplistic, but yet it has strategic depth. There are many different options for runs, many of which are not mutually exclusive in their elements. You have strategic options, do you go straight for points, a multiplier or building a bonus score, there's many ways to start stocking up on something, a jackpot perhaps, for access at a much later time.
Closely related, and actually one of the main contributors to table strategic depth is flow. Flow also contributes separately to table feel. The table elements have to work together to make a flow. Shots have to chain together in some way, not necessarily in some combos, it chaining has to feel good, and if you have multiple elements, they have to chain together in a way, you can't really have an element without a chain unless there's a reason. Look at Steve Richie's tables, as I view his designs to be very good in flow.
I feel that many of Zen's tables fail in this aspect. Let's first look at some examples of the bad tables. I feel that the table that really has completely no depth is Civil War. The literal only strategy is make ramp shots, any ramp shots, some are better than others, but just in a minor way. There's the safe house and the raft whirlpool thing, but those features feel completely apart from the main game due to their placement (the raft is a little better on Tony Stark's version of the table, but still). And when you make a lot of ramp shots? You hit a ball capture lane, and then you get to make more ramp shots, but this time, you can only hit one to get any sort of value. I like the idea of the battle between the other invisible player, and the table is fun-ish at times, mostly because of trying to beat the other guy, but really when you get down to it, the table is super lame. Also, lets look at X-Men, or similarly, FF, you have a bunch of modes, completely separate, all tied to one shot to start it. Not good. As for some examples of terrible flow, I can only point to my least favorite zen table ever. World War Hulk. Not because the theme is bad, its fine, even with the kind of annoying VA clips. No, its because the table feels awful. Pretty much only ramps, and only 2 of them tie together, the rest are so inconvenient to hit that they never get hit, and the arena video game just feels way too fast and doesn't do the mini-pinball idea well. And the modes are all pretty eh. Ugh. There are tables that do well, however. Fear Itself, the flow is a little off, but the table really comes together. All features feel like viable options and all can be hit with a reasonable amount of skill. Some of the worthy modes are a little bad, but really good table. Han Solo, same thing. Deadpool, same as well. Same with some of the zen originals like deep sea have this as well. Tables with just good flow are few. I'd say that although Civil War is not very deep, the ramps do have a decent flow to them. Avengers has ooookaaay depth, but pretty nice flow. There are a decent number of tables that have both good flow and nice depth however, Excalibur is a great zen original that has both. The features for the most part all feel good, and everything flows pretty well. Most of the marvel pinball original tables, including Thor (its not a marvel original, but plays like one) have good flow and depth, they each have some minor flaws still, but they're all pretty good, I'd say Iron man is the weakest, but that's mostly because the shots that just do one thing, (raise the security level, for instance) are kinda eh, but not as bad as the spelling ramps.
First off, I think that Zen does really well in working with theme. With the exception of the machines based only on a movie, and some of the machines just about a character (except the han solo, or darth vader table, and deadpool, and...well okay, some of them are good), the tables work really well with capturing the a good feel of theme.
That being said, there's several problems with the tables that I had hoped would be corrected in future tables as more experience was gained, but this doesn't seem to be the case. It's a problem I call "all splash, no dive". Basically it means this, most tables seem to be so focused on theme and style, that they are severely deficient in actual gameplay. Now just so you see my point of view, I'm a Amateur-Professional pinball player, with a couple league and tournament trophies. During the season, I spend 1/2 of my free time playing pinball, and was raised on real machines (although I did have Sierra's 3D ultra pinballs, which I enjoyed), so I have more than a decent grasp on pinball design, but I don't mean to say that I know more than other people, there are sure many people I know who are a lot more of an expert than I, but I just thought it should be said that I have some idea what I'm talking about here.
Anyway, I'd like to highlight specific areas of Zen's pinball design which I think are flawed, but for each category, I will highlight tables that Zen has done which I think are closer, or hit the mark, of good design on that part. I do this because I honestly think Zen Pinball can get much better. Right now, most, if not all, of leaguers that I talk to all do their non-serious, off location skill practicing on Pinball Arcade, which is, I should say, very, very good, even if their pricing and purchasing system is completely stupid. When they talk about Zen Pinball, they are mostly dismissive, and like to use my smarties analogy, in that smarties (the candy) are decent to eat once in a while, but they're really just all sugar, no substance, and you'll get sick of them in a short amount of time, and really, there's better candy out there if you want something with actual substance. Such is with many tables that Zen puts out.
I think, with better design, combined with Zen's talent for style and theme, Zen Pinball can really get on Pinball Arcade's level, but offer a different experience that PA doesn't, but is just as good. Enough introduction, lets get down to the meat.
The biggest flaw would have to be many table's complete lack of strategic depth (or more clearly stated, gameplay). Now, a deep table doesn't have to have a lot of main features, and it doesn't have to have a ton of complexity to those features, depth, at least how I perceive it, comes from the difference in option strategy, and how the different options interact (when I say options, I mean features, both main and minor). It's certainly nice when a table has lots of different ramps and things, but that means nothing if they don't work together in some way, and if they do work separately, it doesn't help that they're all pretty much the same shot, but different result. You can best see what I'm thinking if we look at a classic EM table. The features usually are, 1 or 2 banks of drop targets, a few rollover/unders, maybe some top lane roll over (A-B-C or the like), and maybe some wells. Very sparse, very simplistic, but yet it has strategic depth. There are many different options for runs, many of which are not mutually exclusive in their elements. You have strategic options, do you go straight for points, a multiplier or building a bonus score, there's many ways to start stocking up on something, a jackpot perhaps, for access at a much later time.
Closely related, and actually one of the main contributors to table strategic depth is flow. Flow also contributes separately to table feel. The table elements have to work together to make a flow. Shots have to chain together in some way, not necessarily in some combos, it chaining has to feel good, and if you have multiple elements, they have to chain together in a way, you can't really have an element without a chain unless there's a reason. Look at Steve Richie's tables, as I view his designs to be very good in flow.
I feel that many of Zen's tables fail in this aspect. Let's first look at some examples of the bad tables. I feel that the table that really has completely no depth is Civil War. The literal only strategy is make ramp shots, any ramp shots, some are better than others, but just in a minor way. There's the safe house and the raft whirlpool thing, but those features feel completely apart from the main game due to their placement (the raft is a little better on Tony Stark's version of the table, but still). And when you make a lot of ramp shots? You hit a ball capture lane, and then you get to make more ramp shots, but this time, you can only hit one to get any sort of value. I like the idea of the battle between the other invisible player, and the table is fun-ish at times, mostly because of trying to beat the other guy, but really when you get down to it, the table is super lame. Also, lets look at X-Men, or similarly, FF, you have a bunch of modes, completely separate, all tied to one shot to start it. Not good. As for some examples of terrible flow, I can only point to my least favorite zen table ever. World War Hulk. Not because the theme is bad, its fine, even with the kind of annoying VA clips. No, its because the table feels awful. Pretty much only ramps, and only 2 of them tie together, the rest are so inconvenient to hit that they never get hit, and the arena video game just feels way too fast and doesn't do the mini-pinball idea well. And the modes are all pretty eh. Ugh. There are tables that do well, however. Fear Itself, the flow is a little off, but the table really comes together. All features feel like viable options and all can be hit with a reasonable amount of skill. Some of the worthy modes are a little bad, but really good table. Han Solo, same thing. Deadpool, same as well. Same with some of the zen originals like deep sea have this as well. Tables with just good flow are few. I'd say that although Civil War is not very deep, the ramps do have a decent flow to them. Avengers has ooookaaay depth, but pretty nice flow. There are a decent number of tables that have both good flow and nice depth however, Excalibur is a great zen original that has both. The features for the most part all feel good, and everything flows pretty well. Most of the marvel pinball original tables, including Thor (its not a marvel original, but plays like one) have good flow and depth, they each have some minor flaws still, but they're all pretty good, I'd say Iron man is the weakest, but that's mostly because the shots that just do one thing, (raise the security level, for instance) are kinda eh, but not as bad as the spelling ramps.
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