• 2017 April

How much importance do you place on the menu/title screen and how significant is it to the success of the multi game?

In the machine’s visual aspect, as well as in its contents, every detail is important, be it cabinet, graphics, title screen or even buttons; each and every of these elements is essential in forming the whole image and, therefore, has a direct impact on the success of a product.

How do you select the games for inclusion on the multi-game and what do you consider to be the “right” number to offer the players?

All our games are the result of creative inspiration of our game designers. Of course, they have their own vision, and at a certain stage all ideas are discussed at a general meeting where a decision is made as to whether any changes are needed in the game under development.  There are several approval stages and as a result we get a product which is sure to be included in a new multigame.

As to the number of games, it is not easy to say what number would be “right”, they should not be few, but neither should there be too many of them. DLV has settled on 25 games and currently we see no need for adding more games. However, everything changes and so do players; it might be that in a while a wider choice will be required and we will be prepared for that.  

How differently do you approach the creation of single-game machines as opposed to a multi-game machine? 

DLV does not manufacture single game machines. In our view, multi-game machines are more advantageous, because the player is given the possibility to choose, while this option is obviously absent in single-game machines. Of course, multigames should also be limited in terms of the number of games; too big a choice would lead to a situation where the player constantly switches between games without settling on any particular.

Do multigames have to offer a game for any and every type of player, or is it more nuanced than that? 

By all means, it is next to impossible to reach 100% of players, but still it should be something to aim for, and, of course, it is a highly nuanced task. As we see it, the more varied games there are in a set, the better, because the choice of game is determined by many factors, including, for example, the player’s mood and the kind of day they had, and the player will be accordingly choosing games to play. They are more likely to succeed in their search, if a multigame features more thematic variations.

You never see brands (IP) such as Batman or Sex in the City on a Multi-Games machine. Is this because it’s too expensive, too limiting in terms of the cabinet/game design, or just not interesting for the typical multi-games players.

For all three reasons. First of all, in case of brands there, of course, emerges the issue of license fee which, respectively, adds to the price, so if made as a multi-game machine, the product would eventually become too expensive for operators to acquire. Secondly, branded games need to be singled out by specifically designed cabinet, themed graphics and by thinking through other details to create the atmosphere of the film, cartoon or show. At the same time, doing so on a multigame machine would create an impression that, apart from the branded game, there are no others. Finally, modern people are used to zapping which can also be observed in the gaming sector where players prefer to have the option of switching to another game if they do not like the one they are playing. To summarize, we believe that branded games should stand out and, therefore, should exist as separate machines.  

What happens to the games that aren’t played on the multi-game, or at least are responsible for the least amount of play in a particular selection? 

It depends. Sometimes it is a tendency of just one country, while the same games may be popular in another country. There are basically three scenarios. In the worst case scenario, when a game does not perform well in all regions, we just do not include it in the multigames that follow, but we have had very few such examples. If a game performs well in one country, but does not render good results in another, and if there are several such games, we just replace the multigame for another. Finally, the last possible scenario is to adapt the non-performing game for a specific market.

How do single games compare to multi-games in terms of time on site, and what are the variable factors? Does it depend on the market or the type of customers locals/tourists?

It is hard for us to judge about time on site with respect to single-game machines, considering our experience with these products is rather limited. Long ago DLV did manufacture single-game machines, but we eventually settled on multigames and are now following just this direction. Certainly, everything depends on the market and the player, as just the player is the key factor varying from market to market. Here one needs to rely on the experience and on operators’ recommendations, but, in the end manufacturer proposes and player disposes.

How do you make the multi-game cabinet as appealing to the player as a single-game cabinet that can be themed or stylized specifically for the single game?

We are convinced that multi-game machines are more attractive for the player. Single game themed machines, no doubt, have their strong points, but at the same time they are quite risky. Risky, because if a player does not like the film, cartoon or show taken as the theme for a machine, they just will not play it. On the other hand, a multigame may feature variously themed games, so it is easier for players to find something they like.

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