In SlotBeats Spotlight’s finale, we ask our experts if the proposed redesigns from the UK Gambling Commission‘s consultation were to be implemented and features are to be removed from slot games, what would the impact be in regards to online slots.
SlotBeats: If audio from Losses Disguised as Wins (LDW) , auto-play, turbo, and slam-top features, and other similar features/mechanics, were to be removed from slot games, would you see it as having a damaging impact with online slots or a positive one and how so?
David Little, Lightning Box: Player protection is good for the long-term enjoyment of slots and the health of the online slots industry. I don’t think the removal of these features will have an adverse effect on that at all.
It is the job of game design studios like us to make sure their games are socially responsible and entertaining at the same time. If the regulations change then so must we, if we’re going to take things seriously. The challenge every time we sit down to design a new game is to square that circle.
Andy Sekula, Kalamba Games: Audio has a very important role in game design and can greatly reinforce the visual rewards or the feeling of anticipation. Removing audio from any of the mentioned features will surely make the experience less exciting, and the impact on the game would be negative.
At the very least, it would make the game feel a bit awkward, maybe unfinished, if there are no sounds only for selected features. Less excitement and worse UX means less engagement, but it would also lessen the possibility of problem gaming, so to some extent a positive goal would be achieved. Therefore, to balance the issue out – again – careful gearing of the game to ensure such elements are given appropriate emphasis is essential.
Robert Lee, Realistic Games: Different players will always prefer different styles. Removing slam stop will obviously impact the playing experience of those that like the intensity of the feature, but they would soon adapt.
There are several elements that make slot content entertaining, from the graphics and maths to the sounds and animation, giving suppliers plenty of ways to build anticipation and excitement without featuring potentially harmful mechanics.
Instead of focusing on audio from ‘fake wins’, for example, developers could look to improve the audio on legitimate big wins. It is all about keeping the player entertained in a safe and responsible manner – something that suppliers should be able to do very easily.
Roman Sadovskyi, Evoplay Entertainment: We need to remember that when downloading the mobile version of a game, sounds are turned off by default, leaving players with the choice of turning them on or not, so for many this won’t be anything too new.
Of course, for many suppliers it will have an effect, because the real difference is going to be whether the quality of the game can still keep the player engaged without audio from such features and mechanics.
If you’ve got the right mathematics and top-quality visual effects already – and you’ve put the time into creating a really great game, then you’ve got every chance to capture players’ attention without the need for anything extra.