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The reasons why I stopped playing is simply to do with a game taking too long to get anywhere i.e. too easy. The Williams tables stop that gap as even a decent game (with Classic Arcade Physics) won't take forever. So, unless Zen's own designs from now on works with both the Zen physics as well as the Classic Arcade Physics, I doubt that I'll ever go back to it. There are now two very different requirements from their players and by offering both types of physics they can satisfy both needs.
The best ZEN table is Boba Fett because the perfect mix of music, sounds/speech samples, a Terminator2 look-alike-layout , Boba himself as ballsaver and a colorscheme that let the whole table look like a Dig-Dug-level.
Now, as far as audio concerns, I agree 100% and more, though there's so much I would like to tell to let the steam out, that 10000 lines would not be enough... I'll try to keep it in a reasonable length and am going to include some video examples too.
Zen's audio is their biggest weakness, it doesn't matter how good you design the table if the audio, the music, the acting and the effects are not captivating, motivating, offering a fullfilling, satisfying experience and the sense of reward. While the licensed tables have vastly improved in that aspect, (and they were the only ones that I could tolerate, with the addition of Wild West -though the music volume must be toned down as well because it can get pretty monotonous too) many old ones are trully atrocious and annoying, and should have been either erased from the catalogue, or should have been reworked.
Take V12 for example, the actor saying different words but in the same high-pitched tone and with the same horrendous acting performance, sounding so "fake":
"V...Twelve! - Engine... Ignited! - Ball... saved!" Same actor is in "Tesla" iirc with an extra "eastern european" accent, in "Shaman" with the same horrible V12 tone and in some other tables that I don't really want to remember. Horrible everywhere. You can't connect with the actor because it is not believable that he cares, how can this be exciting and motivating?
Music:
In general, cinematic "soundtracks" that are generic, tasteless, forgetable, emotionless, motivation-less, disconnected from the gameplay and game atmosphere, it is like they slapped a random track at the last minute. Not thought out, not dynamic, not adjusted to the mission objectives.
With what table should one start... The repeated vocal choruses of Excalibur? In pinballs, there is enough voice with the voiceovers, there's absolutely no need to use that kind of music. It positions itself to the foreground, while it should be in the background. "Tesla" music, which feels so disconnected from the rest? It's like someone have put a random track playing in the background... "Biolabs"? The soundtrack of it which is like we are dancing to charleston music? In a bio-lab themed table?
Speaking of "Bio-Lab" there's a similar table from Pinball Wizards, called "Mutation" in the Balls of Steel pinball pack of 1997... You can instantly feel from the music and the voices that you are in a mysterious lab with experiments, you can hear the scientists, the ambient in the background, the agony in some missions, that's audio design connected to the gameplay. Check it:
( https://www.youtube.com/watch?v=93I3aECip3Y )
Notice also @5:00-6:00 the mission mutli-ball, where the motivating music, composed being affine in energy and rythm with the more action packed 4-ball gameplay, the motivating comments, and the actor's good performance (excitement), combined together produce excitement and satisfaction. That's AAA entertainment right there!
Same with "Barbarian" you feel you are a Barbarian, they made it like you are Schwarzenegger's Conan, as the character yells, celebrates, commentates, there are different voices for the missions, there are sound effects of "exploration", "mystery" etc, an epic "viking-kingdom-like soundtrack in the background and so many details (start @0:36, 3:18 video mode, multiball 4:35, 6:44 another mission)
( https://www.youtube.com/watch?v=kSbowMaH98I&t=36 )
Those tables, together with the rest of the pack like Duke Nukem and the Williams'/Bally' ones should be clinics to sound/audio design and it's a huge surprise how Zen is so bad in that regard, while they produce interesting tables, their audio design is holding them back at becoming a benchmark and "classic" in the pinball genre as Williams/Bally are. It's the reason (together with the real physics as I've stated being the #1 reason), that I'm only playing the Williams tables since their re-release.
Zen always had bad sound design, so much so that you have to look past it to enjoy the tables, most often both the music and the sound effects feels like an afterthought, something they just slapped on quickly after the table was finished. In the early days all tables had similar upbeat music tracks that really didn't fit the theme of the tables, a lot of sound effects that sounded similar, the same cheery voice samples. Modern Zen Originals are a bit better but still not very good.
I've always wondered what kind of experience Zen tables would be with truly good sound design, I think it would make a huge difference.
https://youtu.be/hBmETI8AziY?t=52
1. The Zen (Originals) DMD.
Although the DMD animations have mostly improved over the years, the actual quality of the faux-DMD has not.
Even with different colours applied, the DMD's contrast level is very low.
And even at the largest size, the DMD's contents are often too small:
- The typography -- with strokes -- makes for complex reading. The typography should be solid, not stroked, and should contrast strongly with the DMD background. And avoid using serif or ornamented type faces on DMDs.
- Important messages (e.g. DANGER, for a first tilt warning) are tiny.
- It's extremely easy to miss major mission objectives. Often, objectives are quickly replaced by other information, some of it not useful. This is exacerbated by the lack of audio and visual clues for major gameplay events. A character saying "multiball" in bored voice does not cut it.
- Timer countdowns are usually tiny. You have to squint to notice that there's a timer running on a mode, and then you have to decipher what the timer actually says.
Compare, contrast with the Williams DMD, and the design of the graphics therein.
2. Grace periods.
Williams and modern Stern tables provide significant grace periods after the official end of modes and other timed sequences.
i.e. when a Jackpot timer runs out, you usually still have a few seconds to make your last shot.
It's a very nice, satisfying touch.
Zen, as far as I know, do not do this. As soon as a mode times out, bang, that's it. It's harsh, and frustrating.
3. Score animations.
Question: what's the difference between 100,000,000 and 10,000,000? They both look the same. But one is a major jackpot -- and the goal of a mode -- one is minor.
Question: what's the difference between two 10,000 scores overlaid next to each other, and 100,000,000? They both look the same.
Suggestion: ensure that major scores (e.g. Jackpots, Super Jackpots) look LARGER, more substantial, obvious. Different colors if needed.
And they should look LARGER, more substantial and obvious on the DMD.
Real cabinets are bright, loud and 'in yer face' - necessary design choices as they'll spend their working lives vying for attention and quarters. This chaotic onslaught also makes them rewarding and engaging for the player over repeated plays.
Below are different approaches to similar themes and features but I know which I prefer.
FX3: Jurassic Park - 0:27
https://www.youtube.com/watch?v=bfY4GhdnG0k&t=27
Data East / VPX: Jurassic Park - 02:57
https://www.youtube.com/watch?v=j6tPwcyDye4&t=177
_____
FX3: V12 - 03:04
https://www.youtube.com/watch?v=wgrk8P9IQWk&t=184
Stern / SPA: Mustang - 11:23
https://www.youtube.com/watch?v=OH0yNn947tg&t=683
I'm a huge fan of PFX and this is intended as constructive criticism but there are clearly areas for improvement with regard to lighting and audio. Fear Itself is one of the older tables but I think it's an underappreciated gem with exciting sound design and snappy callouts - If only I could dim the lights and increase the bulb intensity!
https://www.youtube.com/watch?v=LYjKzryUTLw
https://www.youtube.com/watch?v=s2f1jdZ6WbY
Indeed Zen has completely ignored what has been learned by other companies when it comes to pinball and how the sum of many small parts creates the whole.
Especially how the music just keeps droning on, regardless of mode/mission is what always put Zen pinball apart from something like the Pro Pinball series, not just the physics. The Pro Pinball series (Timeshock, BRUSA and Fantastic Journey) always felt exciting and novel to play.. very rewarding feel when playing those, and one of the main ingredients was the variation in music and sound effects, all approriate for the various modes.
I've always had the nagging feeling that the Zen employees are not really pinball fans, that they are just a normal video game developer who somehow do not understand nor enjoy pinball. They like making graphics and coming up with themes but not actually playing pinball.
This has obviously changed with the Williams tables but of course this time around all they had to do is simply copy the already fantastic designs of Williams. Like a composer simply copying another much more talented composer.
You are completely and 100% wrong.
There are also usually reasons for when somebody disregards standard good game mechanics, or any good "mechanic" in any genre, be it art, music, teaching, politics, advertising, movie making etc.
.. just saying.
EDIT: Could it be that the crew of Zen mainly grew up with computer pinball "simulations" of the 80's and 90's? There are quite a few design queues from those days, especially from Digital Illusions set of games (Pinball Dreams / Fantasies) and the Epic pinball tables (Android table etc.). Some of the same wonky flipper behavior/ball trajectories is almost identical to what those games did back in the day. The difference being they really did try their best to be "simulations" but with limited technology. Pro Pinball was the first series to change all the previous weird behavior of computer pinball simulations but was never as widespread or mainstream as many other pinball games on various consoles and computers, unfortunately.. thus their influence wasn't the same.
My point is: A person who devotes a lot of time to something usually starts noticing the small intricacies of that particular hobby/interest. You are bound to get influenced by it. Thus somebody who plays a lot of real pinball would have a really hard time coming up with the original Zen pinball physics.. or mainly the weird flipper behavior (arguably the most important part of a pinball machine and something that even real pinball designers stress about, what exact angles and power yield the best game play). Thus this development would make kind of sense if the original Zen tables were more inspired by the video game pinballs of yesteryear instead of actual real pinball.
Many of those early pinball games also had the exact same way with the music where it just droned on and on as a backdrop instead of working as it did on most real pinball tables (Digital Illusions being sort of an exception where you did get some "mode" music sometimes).