Earlier quoted context omitted.
Having worked on quite a few of those claw machines that made their way in to arcades around the UK and Europe back in the late 1980's and early 1990's, there were a variety of variables we, as software developers, could control, from the ramp up and down of the motors that controlled how fast the claw moved, to how much lag was introduced when responding to your joystick/button input, to how "grippy" the claw retrac…
> These made for a more exciting game Do you work in the ad industry now by any chance?
P.S. It's joke. I adamantly refuse to work on anything adtech related. When I stated "for a more exciting game" I clearly didn't indicate who it would be exciting for.