The best way for arcade ports imo is to just give 4 lives and 4 continues initially. Single continues with no decent way to earn credits suck, but having infinite continues also isn't the best idea.
I think it depends on the game -- for something like a fighting game, infinite continues are essential if you're going to have a really hard final boss. Think of how on Neo-Geo AES games, the fighting games generally have infinite continues, but Metal Slug games and shmups and such often have limited ones, and most games save level select or game progress files to the memory card. It's a good design.
Yes, apart from lacking high-score saving on AES games (though MVS games do have that) the Neo-Geo solution is, overall, a very good one -- you get limited continues with level select in games that are perfect for that style such as Metal Slug, and infinite continues with saving at that point in games perfect for that style such as The King of Fighters.
You can just blow through the game without much thought.
Sure, but if the game saves a high score table and you like the game, this should encourage players to keep playing and try to do better! Just because you beat an arcade game once doesn't mean you mastered it, that's for sure... and that's how it should be.
"get good" isn't some elitist mantra of Souls fans,
Actually that's a core part of what it is.
some - especially arcadey - games are designed to reward skill, which comes from practice. you can absolutely play a game wrong, and while challenge alone doesnt = good design,
Challenge doesn't equal good design? If you really believe this, then why is most of your post what it is? Of course good arcade games are designed to reward skill, but what's best in an arcade is not the same thing as what's best in a home video game. Keeping the skill part is great, but requiring all players to reach some very high bar through limited saving and continues put in to cover up a severe lack of content (that you didn't add much to in the port) is not great design. I love a lot of games that do exactly that, but they could have been even better with some improvements.
But you're right there at the end of this quote, challenge alone isn't good design. There are a lot of elements to what makes good game design. For challenge you've got multiple factors -- how far are you sent back when you fail, how hard is the game and how long it is, etc.
As I said in my last post though, I think there is a huge difference between a game that wants you to replay the whole game a lot and a game which lets you have infinite continues or saving. For instance, comparing a game like Shinobi for the Master System which gives you three lives and then tells you to start the whole game over, versus Rolling Thunder for the NES which has passwords every level or two? Level to level both games are quite hard, but Rolling Thunder is perhaps more manageable despite its longer length and perhaps higher difficulty because it lets you save your progress through those passwords. It's still a super-hard (and super-amazing!) game. The passwords in no way detract from its brilliance. As good as Shinobi is Rolling Thunder is the better game for a good number of of reasons, and the passwords are one of them. Sure, challenging Shinobi and trying to get farther each time is fun and the game is pretty good and definitely rewards practice, but you can do that in Rolling Thunder as well if you want. Shinobi is not made a better game by not allowing you to continue!
single-player AAA console games with auto-saving checkpoints every 5 minutes to guarantee you'll win if you just keep at it (a la RPGs) are not "better" either.
That's not what I think is best in save systems and it's not what I said games should have, read the two paragraphs about console ports of arcade games since you didn't seem to before writing that post.
As for RPGs I didn't mention this there, but what I want from them is save anywhere when not in combat, not auto-checkpoints. Think PC RPGs like the [PC] Baldur's Gate games, or console RPGs such as the Lunar series. All RPGs should have save systems like that, it makes them better games. But of course the right save system for an RPG and a shmup are going to be different. Shmups don't need save anywhere, and only need between-level saving if they are particularly long versus the fairly-short genre average, though of course level select options are great in any shmup. That's something different, however.
the fact that you think the latter is required for "legitimate challenges" says a great deal more about the limited type of experiences you're looking for and nothing at all about design, really.
This "limited type of experience" claim is pretty seriously wrong and off-base. Please reread my explanation of how different kinds of games should have different kinds of save systems, based on what kind of game they are, since you seem to have not paid attention to it. For some games a level select and high-score save is best; for others it's checkpoints and passwords or saving at the end of levels or something; for others it's save anywhere. It depends on the game.
Panzer Dragoon Zwei is not a 'limited experience' compared to the first Panzer Dragoon. The PC version of Sonic 3D Blast is not a 'limited experience' compared to the Genesis or Saturn versions. Sonic 3 & Knuckles is not a 'limited experience' compared to Sonics 1 or 2. Wonder Boy in Monster World is not a 'limited experience' compared to Wonder Boy in Monster Land or Cadash. The Playstation version of In the Hunt is not a 'limited experience' compared to the Saturn version. Etc etc etc. Save systems are a central part of game design, and in all of those cases the former game has saving and the latter doesn't, to the formers' advantage.
And on the other hand, the removal of saving from the US releases of PS1 games such as Gubble, Sorcerer's Maze, Mobile Light Force, and Sol Divide DOES make the American versions of those games limited experiences compared to their Japanese counterparts that do let you save your game.
My strong preference for games to have saving in no way limits what kinds of games I play, I play games that don't have saving all the time and love a lot of them. But games are better with saving.
you're not owed saves, continues,
You absolutely are and should be. Games without saving are, and always have been, poor design. Sometimes this is excusable, such as '80s games where putting a battery in a cart just to save high scores would be an expense few developers would make for understandable reasons, but very often it is not.
or an ending screen. some games will make you work for it, and if that's not your thing, you play something else.
or you get good.
And here you say exactly the kind of elitist stuff you claim at the start of your post that "get good" isn't about.
I'm gonna defend Black Falcon here a little:
While I get your arcade games are fun and "they are what they are" point, I just don't get the whole stupid idea of keeping the coin and continue system from the arcades.
The Saturn and PS1 very much began their generation by offering "arcade perfect ports" of 3D games that previously were almost exclusive in huge arcade machines. While initially vowing home gamers with games like Ridge Racer, Tekken, Daytona USA, Virtua Fighter etc. I always felt they grew away from these arcade style games that are really short, and with ruthless difficulty, because what people wanted was more content.
This very generic layout of typical arcade games is what killed them partially imo. How difficult would it have been to make for fleshed out home versions, with extra levels, difficulties etc. I don't want to sit in my home after paying £50 for a game and not being able to play beyond the first couple of levels. And when I finally do get past them I realize the lazy bastards only made one other level past that.
It worked in the arcade where I don't have time for more and my highscore could be viewed by others, but not back in the pre-internet homes of the nineties. Especially coop games where the second player is usually fairly unfamiliar with the game, making the high difficulties a huge pain in the ass. Yes, I get that some games added an easy mode or infinite continues but by the end of the 1 hour long game you just felt ripped off.
Imagine kids getting Virtua Cop or Ridge Racer for Xmas in the mid nineties, only to realize that you were stuck with this game until maybe a birthday or next Xmas. One hour of shooting some guys (and that's a definitive hour as the camera is forced along by the game) or 1,5 tracks to drive around. It felt like a scam for the home market back then, when the novelty of arcade graphics in the home disappeared, and it still does.
Don't get me wrong. I love all these arcade games and their fun ideas, but their lack of content, difficulty and coin system can burn in hell!
Good point here about Ridge Racer, as I've said before I've never been able to entirely get why people loved that game so much when it only has 1 and a half tracks! That's not enough content, not even close. At least Daytona USA for the Saturn has three tracks, that's better even if it's still a thin amount of content. And something like Virtua Cop... yeah, that game is quite fun, but how long will it last versus the high price? Even with the limited continues you get, it won't take too long before it's over.
I definitely agree that the best home ports of arcade games are ports which add content to the original game. For some examples, one of my favorite games of all time is, of course, San Francisco Rush 2049's home version, which adds a lot of stuff versus the much simpler arcade original -- more modes, options, tracks, game design features (wings!), etc. Those added features are a huge part of why I love the game so much. Or look at the Turbografx and Turbo CD versions of Gradius 1 and Gradius 2, which each add a new exclusive level to the arcade game they are a port of, and end up better for it. The N64 versions of Cruis'n World and Cruis'n Exotica also do a good job of adding lots of content, including lots of cars to unlock, multiple modified alternate versions of each track, a campaign to play through, and more. Or look at the nice Combat School modes added to many CD ports of Metal Slug games, to give them added content versus the carts, not to mention the level-select save files that all home ports of Metal Slug games have, cart or CD. A straight arcade port can be a really great game, but they are even better when they add something to the original to make it last longer at home.
I don't want to sit in my home after paying £50 for a game and not being able to play beyond the first couple of levels. And when I finally do get past them I realize the lazy bastards only made one other level past that.
I agree with your position on this much more than I do the other side of this issue, certainly, for both saving and added content.