the machine as a multi-game, which includes a collection of games, but it cultivates player interest through a scrolling design that reveals the variety of available themes and play mechanics. If it doesn’t achieve that then there’s a risk that players won’t see and recognise it as a multi-game and properties may not achieve the full value of the machine.”
Juan José Rivas Soberon agrees, believing that first impressions really matter. “How the machine displays and presents games on the menu screen, is a key factor,” says Mr. Rivas. “However, a big mistake, I think, is to try to put everything into a single menu screen, allowing the player to choose from many, many different options. Tat is a great mistake. If you do that, the player will spend more time jumping between screens or games than playing them. No matter that it’s a multi-game, the games offered must be targeted to the specific players you want to attract, so the gaming experience offered must be equal across each game on the machine.”
Both Erik Sober and Aleksander Skrinjar believe that while the menu should be attractive and easy to understand, speed of navigation is vitally important. “It is important that a quick look on
the menu screen gives the player a good overview of what games and denominations are available,” explains Mr. Sober. “Te player should be able, with as few clicks as possible, to select a game and to choose the right denomination for them. I think Konami has solved this in a very good way.”
“In our market, multi-game slot machines are very popular regardless of the size of casino,” adds Mr. Skrinjar. “For this reason, the title/menu screen is important as the player can see which machine has multi-game features. I believe that Konami’s menu screen is very good, because you can see all available games and different denominations on one screen. With one touch the player can select the desired game and denomination.”
While Mr. Rivas prefers a stripped down menu, as opposed to both Erik Sober and Aleksander Skrinjar wanting everything on a single screen, what each of the operators agreed upon was that the speed of response when switching from one game to the next should be as near to ‘instant’ as possible. “Changing games on most multi- games is often combined with waiting times while the new game is loading,” comments Mr. Sober. “For a player this can be very annoying
and it can be the thing that makes the player leave the machine. It’s a problem that Konami has solved with games loading very quickly.”
Te issue of delay between switching between games is also a concern for Mr. Rivas. “For me, it’s as important as the math itself,” he underlines. “Under-powered hardware/memory in multi-game machines can make a player to step away. When the multi-games from the big suppliers where first launched, there where cases in which the time for switching games was more than one minute. We installed our first SeleXion in October 2013 and I was amazed about the speed at which it was possible to switch between games.”
For Mr. Skrinjar, the reduction of what he terms ‘dead time’ has contributed to the success of SeleXion on his floor. Not only does it contribute to a better player experience, it allows players to quickly sample several games without waiting for the game to be loaded into the memory, something that Steve Walther explains was fundamental in the creation of SeleXion. “When Konami first developed its SeleXion multi-game technology, one of the top improvements we identified for the industry were game change speeds and load time,” says Mr. Walther.
NEWSWIRE / INTERACTIVE /
247.COM P51
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