- Joined
- Mar 10, 2006
- Location
- Isle of Man, Macau or Vegas
Following on from a couple of recent threads (specifically 'Star of Slots' (started by 243 lines=daft) and 'Monsters, Candy or Sushi' (started by Mark_32Red)), I got to thinking about what it is that makes a good slot. In order to help my thoughts, I deposited at a few sites & proceeded to kill a couple of hours (purely for research purposes obv! ). However what stuck with me during this research was not 'what makes a good slot?', instead, it was 'why the hell do they do that ?!'
Below is a list of things that I've discovered bugs me about certain games...
I'm sure if my balance had lasted longer, I'd have been able to come-up with a few more too!
I know game design is subjective - what I like, others may not (and vice versa). I dare say there will never be a single 'magic ingredient' that will ensure a game is a success & by the same token, there probably isn't one bad thing about a game that will make us avoid it. (E.g. Girls with Guns II has at least 2 items in it from the above list, but I still play it ).
Anyway, I am interested to see what fellow members here think & as it's all about personal preference, there's no right or wrong answers
Many thanks in advance
Below is a list of things that I've discovered bugs me about certain games...
- Zero pay when hitting 2x scatters.
- Free spins that don’t re-trigger.
- Wilds that kill a potentially bigger win. (Perfect example given in this post by amourgirl).
- Random wilds awarded at the completion of a spin that then replace a scatter. (Yes, you may now get a (usually small) win, but you don't get to trigger the bonus round).
- Random wilds awarded at the completion of a spin that still don’t give you a win.
- Bonus rounds and mystery jackpots that pay less than 15x wager.
- "Congratulations..." messages at the end of a poor paying bonus round.
- Great win(s) at start of bonus rounds & then nothing for the remainder. (MUCH prefer dead spin, dead spin, dead spin..... BIG WIN. The dead spins seem to build anticipation. When it's the other way around, I can't help feel a little disappointed).
I'm sure if my balance had lasted longer, I'd have been able to come-up with a few more too!
I know game design is subjective - what I like, others may not (and vice versa). I dare say there will never be a single 'magic ingredient' that will ensure a game is a success & by the same token, there probably isn't one bad thing about a game that will make us avoid it. (E.g. Girls with Guns II has at least 2 items in it from the above list, but I still play it ).
Anyway, I am interested to see what fellow members here think & as it's all about personal preference, there's no right or wrong answers
Many thanks in advance