ann-arcana

Queen of Burgers 🍔

Writer, game designer, engineer, bisexual tranthing, FFXIV addict

OC: Anna Verde - Primal/Excalibur, Empyreum W12 P14

Mare: E6M76HDMVU
. . .



Kinsie
@Kinsie

From the operators manual to Ghosts 'n' Goblins, but this was in the manuals for a few other games Romstar distributed in the US, like Toaplan's Out Zone.


Snarboo
@Snarboo

I mean, some of the first, if not the first, microtransactions were field tested in the US version of Double Dragon 3! Not to mention the similar levels of flash and polish that go into arcade and mobile game's visual stylings.

And yet the myth of arcade games being "perfectly fair and built for 1cc" persists. I suspect there's a few reasons for this:

  • People are simply remembering the best games from that era.
  • People forgot how many quarters they had to sink in to get their first 1cc.
  • People casually ignore fighting games when discussing "fairness".
  • People are remembering the home port and not the original arcade game.
  • Most people's experiences with arcade games are via emulation.

If you spent actual time in an arcade during their heyday, you'd know that most games were way harder than the default DIP settings would lead you to believe. And for every top tier game, you had five or six quarter munching fighters, lightgun games, or early 80s "classics" to go with it. Even the best games weren't worth bothering with after the first two or three stages anyway, because the developers clearly ran out of ideas by that point and the only thing that lied ahead was quarter trap after quarter trap.

That said, one way they do differ from modern mobile games is turnaround time. For example, the "pay to play" nature of arcade games perfectly explains the rise of fighting games. Not only was turnaround much higher (rounds were often over in seconds), but the competitive nature of the genre meant you'd likely be getting twice as many quarters for the same amount of time. Anyone who has played an arcade fighter solo can tell you horror stories about how brutal the AI was, or how awful the final bosses were, which often disregarded the rules of the game entirely.

On this note, but the recent Out Zone re-release ran into some mild controversy over the devs using the most commonly available version of the game, rather than the later revision that everyone emulated because that was the only version people had played. Turns out the developers of the remaster were using a stitched together frankenrom based on an incomplete revision with DIP settings that were out of whack! See the first comment on this post for more info.

I could go on and on, but it's fascinating how much of our memories of certain "golden eras" are simply half remembered truths like this.


namelessWrench
@namelessWrench

For pointing out microtransactions didn't start with horse armor


armormodekeeg
@armormodekeeg

honestly my only issue when people talk about arcade games being out to get your money isn't that it's not true, is that it's usually said in the context of "...and that's why they're not worth looking at at all" and that's simply not true

but they sure were a greedy motherfucker of a medium, huh! sometimes the way this design shaped the games brought unique things to the table, such as Battle Garegga's absurd dynamic difficulty going from "a weirdly complex way to screw you over a lot" to "a science in and of itself that makes the game one of the most legendary shmups of all time"

it's a weird spot where those old arcade games are legitimately better now that they don't have to actually do what they were originally built for, because you can set your own goals and limitations rather than them being decided by the arcade operator and the limits of your wallet


iiotenki
@iiotenki

These sorts of motives have always arguably been even more transparent in Japan, where the standard amount of money per-credit has pretty much always been 100 yen for anything relatively timely (or more for especially big, bespoke machines), even dating back to the Space Invaders boom. It's still a hefty chunk of money compared to a quarter for the amount of play time you get even now and it only gets heftier the further back in time you go. Even if they have some beloved entries that are looked back on with fondness now, there are some often forgotten/disregarded genres that were conceived to be basically as extractive as NBA Jam for that market such as quiz games and mahjong games. The former tends to do so by barraging players with tough-as-nails questions and a very limited lives count intended to deplete quickly and the latter, of course, just tend to have AI players that straight up cheat and do their damnedest to rig games in the house's favor, your motivation for soldiering on regardless being pretty ladies, shall we say. The dip switch settings naturally reflect this mentality as well, tending to offer more ways to make things harder on players than easier. On quiz games especially, this can be stark; my Kosodate My Angel board has no dip switches to make the game deal up easier questions. The most I believe you can do is change the usual plays-per-credit, which, even if you were to set it at its most generous, I can tell you from attempting to play it, isn't much of an olive branch to frugal players at all.

Arcade games were and still remain a tremendous institution worth enjoying and exploring. I've probably dumped a couple thousand dollars into collecting some PCBs the last couple of years, so far be it of me to turn my nose up at them! But they were very much the industry's first real incubator for ways to maximize revenue across short play sessions, including and especially by tapping into player psychology. You can't have an honest conversation about them, their motivations, and their impact unless you recognize that economic reality from the get-go or else it simply becomes a useless exercise in self-indulgent nostalgic wankery.


love
@love

It was really striking to see this magic 2m30s number mentioned not only in operator guides, but in fact in developer guides. SNK's recommended (required, probably?) development process for the Neo Geo/MVS straight up includes doing iterative design by means of location testing to make sure that players are hitting an ideal playtime of 2m30s to 3m30s—so actually a little bit more generous than Capcom! But like, this framing makes it clear that the primary goal of an arcade game is to generate $x every 2.5 minutes, and if they hit any goals along the way, that's just a bonus.

If anything it feels like arcade games have gotten a lot nicer in the modern era, where the dominance of rhythm or competitive games have made it explicit that you're getting a set number of rounds for your money. Every player knows now that they're paying for the minute no matter how good they are!


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in reply to @Snarboo's post:

The Out Zone ROM they chose wasn't from the most commonly-available version, or even from a single version—broadly speaking, there are four versions, with #3 being the most widely-distributed and with #2 and #4 having substantial circulation in certain regions, but their version is a mix of #1 (which is straight-up unfinished compared to the other versions) & #2, depending on difficulty, and putting aside all the obvious emulation issues, the DIP defaults are way off any recommended or standardised settings. This isn't a case of peoples' emulated experiences differing from the reality of the market or whatever, the people behind the port just made a lot of odd and seemingly arbitrary choices.

in reply to @love's post:

re paying for time, even JP fighting games are a lot more open about this now. Last time I was in a JP arcade was five years ago due to Everything, but for example, Tekken 7 arcade kicks you off after 3 or 4 straight wins even if you did not lose. The Gundam VS series is also very clearly perfectly engineered for 90 seconds matches and more recent entries display the continue countdown literally the same frame that the last hit connects.

I've always kinda felt that arcade games were the original "whale games"; it was always there. The systems are just more formalized now. Every new JP arcade game has gone all the way up to gacha, though, and that part is depressing.

Yeah, in some ways the introduction of gacha is actually way MORE insidious. I've played plenty of free-to-play mobile games, and it's relatively easy to just say to yourself "I'm never going to pay, ever, under any circumstances" and stick with it. And similarly it feels entirely reasonable to pay 100 yen to play a set number of matches in an arcade. But the first time I truly understood in my heart the feeling that leads people to get their lives destroyed by gambling was the moment when Wonderland Wars put six cards on screen, gave me a random one for free, then asked: would you like to convert your remaining play credits into an additional random card? I mean, you're already spending money anyway, right? It's money you already spent, even! Why not? Nightmarish.

This was also a major "oh my god things are changing" point for me, distorted only a little bit by the fact that I was a tourist on this trip and had set aside to spend on shit exactly this stupid. which is how I got cinderella's special move