A Black Falcon
Member
What? No, the point of an arcade game is to not only get you to put one quarter in, but to have you keep putting money into the machine. The goal is for the manufacturer to make money. I've read before about how arcade game developers had to make their games harder when the quarter drop rates weren't high enough, sort of like the monetization of freemium games today. You don't want it to be so frustrating that people don't play the game at all, so it needs to be balanced well, but that's what things like location tests are for -- not just to see if people like the game, but to balanace the difficulty, continue system, etc. to get the coin-drop rate where it needs to be to make money. If someone only put ONE quarter into an arcade machine, that would be a failure for the manufacturer. It's a very different mindset from console game development of the time.The "choice of playing it that way" is actually the default mode, the one expected by the creator of the game. You can decide your own rules that goes against the core of the game, but you can't expect the game to go along and let you do whatever without protesting.
No, the 'default way' is for you to keep trying as long as you want to and still have more money, not for you to be artificially stopped at some point by a 'start the game over now' wall as many console ports of the games add in. Of course those limits make sense, they were trying to make it take longer for people to beat these very short games which they had spent $50 or what have you for, but it IS going against the original intent of the game.
Now, many early (pre-NES) arcade games don't let you continue, but the console versions are the same, that's how games of that era work. Later arcade games often do.
You are quite wrong here. Continues aren't a gift, they are a strategy used to convince teh player to put another quarter in. That countdown timer on the continue screen, as you try to reach into your pocket and put a coin in before Game Over comes up... that's a money-making strategy. Without continues people would play the game less (without that incentive to put a coin in NOW, you might not!), the game would make less money, and it might not be financially successful. Continues are a vitally important part of the game, and many games probably would not exist without them, because that kind of game wouldn't make enough money without the incentive of 'Put a coin in now or you'll have to start over!'Let's define an arcade game a bit, shall we? It's a game in which you put a coin in, get as far as you can and get a (high) score. That's it. The whole idea is gauging the player skill and give it a numerical value in the form of the score. You can put in another coin if you want to try to see more of the game, but even this isn't a given, as many game put you back to the beginning of the stage so a bad enough player with an infinite amount of coins can't see more of the game. Also notice how the score resets when you continue? That's because continuing is not part of the game, part of the intended experience; it's a gift to the player, but as any gift, shouldn't be expected. And again, if you're not good enough, an infinite amount of credits will get you nowhere.
So while you have some points here, you're missing the main one.
Oh, and the score resets in most (but not all!) arcade games so that the high score tables are made fair, all based on the same baseline. That's got nothing to do with the continue system, you are supposed to continue in arcade games that have continues. Getting a really good score is reserved for people who have spent a LOT of money on the game practicing it and are good at it. It's a reward for your time and money. Next time you put a quarter in maybe you can get even more points!
Yeah, you are right here. The two formats are fundamentally different because of the difference in how you pay for games. The problem with home ports of arcade games is that you couldn't replicate that payment system, so people had to pay a LOT more for games -- so they eventually expected more for their money than most arcade games had for content. Things like continue limits exist to add "value" to the game, by making the game harder to finish. That is understandable at a time when you're spending $30 or $50 or what have you for the game, but it's not the original intent; that continue limit is just an addition to justify that price compared to the 25 cents or so that the arcade game would have cost per play.I think one of the issues some people have with home arcade ports is that the ability to continue is artificially locked behind a finite number of credits, whereas the arcade was based on a pay-to-play model. Porting the game as closely as possible would theoretically allow for an unlimited amount of credits or free play. (Me being broke, and not having more than a few bucks to play the arcade, should be part of the meta-game, not the core experience.) Instituting a finite of credits on top of an established design, changes the game design, whether it's wiling to be acknowledged or not in this thread. I suppose it's one of the major drawbacks of the medium-shift from arcade to console.
This is absolutely right, yes. Arcade and mobile/freemium gaming have a LOT in common.Don't get me wrong, as I love arcade-game design, but it could be argued that there are more parallels between it and mobile phone game design, in this regard.
Yeah, adding stuff to arcade ports is great, it's a good way of adding more to the game to give the game more value. There are many good examples -- the Original mode in Genesis MERCS, "B.C." mode in Sidearms Special for the PC Engine CD, time attack, training, and survival modes that console ports of fighting games usually add, etc etc.Games that employ a 'practice mode' or feature to non-linear level-select (think Elemental Master for Mega Drive) provide a solid solution to players by allowing them to access more of the game's content without be punished by not being good enough.
Heh... yeah, I'm sure everyone had lots of stuff like that, except for the very best gamers of course.I shudder to think of all the unplayed content in the 8/16-bit era, just because I wasn't good enough to pass some of the levels.