It is no secret that the concept of redemption is continuing on its rapid rise. So why, with a vast range of game genre’s in existence, is the ticket redemption machine making the biggest leap forward? One of the reasons is that redemption games in recent years have seriously ramped up the fun factor; they are intuitive, deliver a true feeling of game satisfaction, and more importantly, unlike other game genre’s, even eclipse the home console. Take for example Down the Clown.
Down the Clown is a follow up game to the hit carnival themed Milk Jug Toss. Both machines are developed and manufactured by the American company ICE, one of the world’s leading redemption machine manufacturers. Down the Clown engages players to get involved and throw a ball at the clown figures, in an attempt to knock them down. While knocking over a clown is enjoyable, missing also engages the player to concentrate, so that when they eventually hit the target the level of satisfaction is all the greater.
Furthermore, previous generations of redemption games tried to limit the number of players that can play the game at any given time to a single player, whereas Down the Clown encourages multiple player participation by introducing a wider play area. This actively encourages parents to play alongside their children and share the experience. While some may see this as cheating the result, in cash box terms it shows just the opposite. Players team up and play over and over again to achieve the highest possible score together. Another distinct difference with Down the Clown is that it offers value for money to the player by releasing 20 balls at the start of the game which continually return to the play tray as long as the game is running.
Another dynamic that has arisen from the modernisation of redemption games is that they promote dwell time. This is an intrinsic benefit of operating redemption machines as players have to play a number of games to collect the right number of tickets to win the desired prize, while having fun, spending time interacting and sharing experiences along the way. Another way to further increase dwell time is to offer the players appealing games with seats, like Monopoly from ICE and Sega’s Plants vs. Zombies™ The Last Stand.
With the aim of designing an appealing game and ultimately increasing dwell time, Sega worked very closely with PopCap, creators of the highly acclaimed, award-winning App and PC video game Plants vs. Zombies. The result being an entirely new game called Plants vs. Zombies™ The Last Stand. This is a video based ticket redemption game with a cabinet mounted Peashooter and seat.
So, you may ask, how does this game increase dwell time? Well, Plants Vs Zombies has achieved massive success on other platforms, such as mobile phones and tablets, thereby creating a huge global following, especially among the younger generation. The fact that “The Last Stand” is a completely different game which is not available on any other platform, will heighten the intrigue among players already aware of the brand, creating a desire to try out the game.
In the game, players take on the role of the plant “peashooter”. Using the cabinet mounted Peashooter they must fire peas at advancing waves of zombies, collecting power ups to help clear the increasingly challenging waves of zombies.
It’s this combination of a major brand draw, charming characters and challenging game play that encourages repeat play and, aided by the seat, increases dwell time. Furthermore, while the game is aimed at a wide age group audience it is frequently noticed that parents will play a game with a seat while watching over the kids. If a game stimulates sufficient interest, then the parent is highly likely to let the kids play for a while longer.
For further information please contact Sega on +44 (0)208 391 8090 or email@example.com