The first pinball game I played was Disney's Wall-E, and it was great. It was medium to fast paced and had cute sounds, which kept it true to the movie. It was fairly simple but probably the most complex out of the three games that I played, and fairly easy to get rewarded with points (as well as sounds and lights) for hitting a series of targets. Since I love computer pinball, I have played a bunch of different kinds, and this is a fairly good version, although typical. The mechanics seem really good, the responsiveness of the flippers and their angles, but the ball just looks small and I think that takes away a good connection with the game since it is much harder to follow on screen. As for the playfield components, the wire ramps weren't very long or complex at all, but they had original effects when the ball went through them. This game was pretty easy and rewarding, as well as fun to play and watch. I liked this game a lot. Belowthe playfield components for Wall-E are mapped out and identified.
The next game that I played was RapidMotion pinball, and I thought it was really cool. It was a non-traditional adaptation of the game, and as such it was pretty confusing at first and I had no idea what I was doing or what was happening. Honestly, I still don't, but it was pretty fun anyway. It was really fast paced since the playing area is so small, and basically all the walls were bumpers. I guess in a way part of the challenge is to first figure out what is happening. There are three balls on screen, one is bronze and that is the only one affected by gravity. You interact with it via your flippers, and if it hits one of the other balls that are bouncing around at the top of the circle, they turn bronze instead. There are different sort of power ups, or maybe they are just points, that you can collect in the center of the playfield that appear randomly. You ball can be captured in one of three holes at the top that periodically open up, and I guess it is either captured for a time or it is just taken away. I'm really not sure what exactly happens. Also your gutter has a shield which depletes each time the ball comes in direct contact with it. When it is completely gone the ball can fall into it and you lose that ball. The best part was that there is something wrong with the high score saving system (I think, otherwise there is no real high score list), so it ended up showing that I got the World High Score and was therefore the World Champion. Awesome! What a way to reward the player. (You can see in the screen cap above that the top score listed is, in fact, MY score. Nice!)
Here are the playfield components for RapidMotion:
The last pinball game I played was Starsky & Hutch, and honestly, it sucked compared to the first two. It was just too fast and the flipper response was like a millisecond too fast as well, so it was pretty impossible to hit the ball and make it go where you wanted it to go. This reminds me of the early days of computer pinball where the physics just didn't feel right at all, probably because the physics just don't feel right...at all. Also the sounds are really repetitive and annoying, especially if you lose multiple balls in a rapid sequence "Not cool" "Not cool" "Not cool". I guess just human voices, especially Ben Stiller's voice, are not ideal if you don't want to antagonize the player. Other than that the playfield was lacking more areas of visual interest besides the three bumpers at the top, especially since the phsyics make it pretty rare to go up a ramp. It just needed one or two more areas where the ball could interact with some elements. As you can see below in the map of the playfield elements, there is almost nothing for the ball to interact with in the bottom half of the playfield.
Finally, the questions.
What is "good gameplay" when it comes to pinball design?
I guess in a way it depends on the player and what they prefer, but in general I think good gameplay for pinball is fast paced, absorbing, and has real world physics in its player interactions (so the player has a pretty good idea of what will happen when they hit the ball a certain way). It should also have many areas of interest to avoid the game from becoming boring quickly.
How do pinball playfield designers create exciting experiences?
To create exciting experiences, they create areas where the player can use skill to complete challenges to earn points. There are multiple areas and a variety of ways to earn points, to keep the player on their toes. They also incorporate some element of narrative to make the game more interesting, even if it's only a picture that relates somewhat to the overall theme of the game. Basically they incorporate "good gameplay" in their design for ramps, bumpers, rollovers, and any other element of the game; they try to make it so that the ball interacts with these elements in exciting ways and with some element of speed.



















