At the expo, Roger listed three design aspects he considers is important in a good table design:
1. The game should give the player(s) a good idea of what is going on, or what they should be doing. Voice, sound, DMD animations, and lighting should all work together and tell the player exactly what spelling out a word, making a particular shot, how to activate a feature or "mission", and other important info.
2. The ball should be visible at all times while on the playfield. If the ball leaves the playfield for any reason, such as a cellar hole or lock, the player should know where and when it will reappear.
3. The player must have a good chance of making each shot. The example in particular he gave was Rollergames. Initially, the "Go For the Wall," shot didn't use a magnet. Roger said that wasn't acceptable, as the ball was often moving too fast to give the player a reasonable chance of hitting it.
1. The game should give the player(s) a good idea of what is going on, or what they should be doing. Voice, sound, DMD animations, and lighting should all work together and tell the player exactly what spelling out a word, making a particular shot, how to activate a feature or "mission", and other important info.
2. The ball should be visible at all times while on the playfield. If the ball leaves the playfield for any reason, such as a cellar hole or lock, the player should know where and when it will reappear.
3. The player must have a good chance of making each shot. The example in particular he gave was Rollergames. Initially, the "Go For the Wall," shot didn't use a magnet. Roger said that wasn't acceptable, as the ball was often moving too fast to give the player a reasonable chance of hitting it.