Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
DICE 2012: EA's Galda says television's episodic model is the future of game narrative
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO CONTRACT - Environmental Artist
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
spacer
Blogs

  Nickel And Diming The Experience -- Or Why The Arcade Scene Died
by Josh Bycer on 09/25/09 10:03:00 pm   Expert Blogs   Featured Blogs
9 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 09/25/09 10:03:00 pm
 

Well I'm back from my Vegas vacation and while I didn't come home a millionaire I did managed to come back in the black. Oddly enough the entire time there I had The Twilight Zone episode "The Fever" running in the back of my mind.

While there is a great article waiting to be typed up about the gaming vs the games industry, this article is about something else I experienced while in Vegas. During my down time I stopped in a few arcades and it was like stepping into a museum.

As someone who spends their time analyzing game design, looking at the arcades made me realized why things went so wrong and what could have been done. For this article I'm going to take apart the arcade genre and then show how it could have been put back together.

Too much of the same: Walking around the arcades the majority of the games I saw fell into 2 categories: Shooter, and Fighter. This was odd to me as I remember the beatemup genre to be a popular genre back in the heyday. The variety is definitely lacking compared to the console market, how many shooter games can you play before you get bored?

When Dance Dance Revolution came out a few years ago, it provided a much needed shot of adrenaline to the market which I hoped would get things going again. There are so many more games that could fit into the arcade scene which I will be talking about later on in the article.

Seeing (too much) green: Next issue is a simple one, the money required to play in the arcade. Now this isn't an issue about the economy and such but one about the lack of a standard rate for playing games in the arcade. In my time I've seen arcade games go from 25 cents to even two dollars a play and I can say with complete certainty that the quality of the games was not a factor here.

During my trip I saw the same game in two different arcades; one charged 50 cents to play it the other $1. The reason why this was so detrimental to me was that it made me question even playing any arcade game in the place as I could probably find it cheaper somewhere else. If arcade games could have a set price similar to the console and PC market, this kind of problem wouldn't happen.

Appetizer game design: As I've no doubt mentioned in countless entries, gameplay and game design are my main focus when it comes to games and that is why I've always had a hard time spending my time in an arcade. The entire nature of the arcade business is to get your money and delivering excellent gameplay is unfortunately on the back of the creator's minds.

I've played arcade machines since the early 90s and I can say at least in the US, which in terms of gameplay complexity I've seen Snes titles that offered deeper gameplay then most arcade titles. There are a few exceptions to this rule here; many more in Japan but finding them is like finding a diamond in the rough.

The problem is the tightrope that designers had to cross when designing an arcade game, make it too complex and long and people will just stand and play the game until they finish and not make much money. If the game is too simple and too much about quarter crunching, then people will get tired fast and the money will stop rolling in. That kind of mentality is also a great stepping stone to my last problem with the arcade market.

Stuck in the 90s: Simply put, the mentality of what the arcade market should be never advanced past the 90s, compared to the console and pc markets that have changed drastically over the years. The arcade market was successful in the early 90s when consoles were still behind tech wise to the cabinets.

That all changed around the time of the Dreamcast and PS2 when consoles could either come close or match the arcades in terms of graphics. Game design has also improved over leaps and bounds since the 90s, proving that you don't need incredibly frustrating games to make a sale. In order to combat these changes the arcade publishers did... absolutely nothing, well except for raising the prices to play a game. It is a shame that the arcade market has declined (or maybe even died at this point) as I have a few ideas that could have helped it continue.

Do something new: Instead of releasing the same games over and over again the arcade market should have played towards its main strength, being able to create a game that financially or physically won't work in the home market. DDR was such a great hit at the time because the setup wasn't done before in the home market and being able to set up multiplayer with it in the arcade was a great idea.

Imagine if in the arcade there was a complete set of instruments for Rock Band and it cost 50 cents a person to play a set list of songs or create your own. Gun Games had a great start with this idea, like Sniper Scope and Time Crisis. Two years ago while in Vegas I played this excellent gun game from Sega that allowed the player to control their movement and do special moves as well.

That kind of thinking is what I wanted to see in arcades, let me play a game that I could not play at all from my house. To be honest I'm surprised that a game similar to Steel Battalion was never released in the arcade or at least in any that I could find.

One is the loneliest number: To put it simply if you are going to an arcade to play a game by yourself, you're doing it wrong. While I both understand and agree that there are plenty of great arcade games designed for single player, the arcade market should have been co-op or competitive heaven. Going back to my previous point the arcade scene should have been on the fore front of designing new interesting ways for gamers to play together, which leads me perfectly enough to my next point.

Going online: The fact that arcade games never took advantage of the online revolution was a shame as it could have given the arcade a whole new life. The basic use could be simply having an online high score list as well as the local giving players the #1 spot to shoot for. The more obvious reason of course would be providing online games to play, which I admit that in the last few years with the arcade's decline wouldn't be feasible at this point to do.

No matter how optimistic I may have sounded in this post, I do feel that arcades in their current form are finished, at least in the US. Consoles that now provide online multiplayer and LAN centers that offer gamers a place to go to play games leaves the arcade scene stuck in time. At this point it would take a phoenix rising from the ashes restructuring similar to what Nintendo managed to do with the NES to the home market all those years ago to revive the market in my opinion. It is in some sense a shame that the place that made the industry so popular a few decades ago has shriveled up.

I leave you with 2 of my finest moments in the arcade. First was about 14 or so years ago: I was at an arcade minding my own business when a man came up to me and told me that he had to leave but had so many tokens left. So he decided to give me all the tokens he had left, then another man who saw that came over and did the same thing. Then 1 or two others came over and I had easily over 60 tokens left, unfortunately my father saw this and didn't want hang there for me to finish took them away. Deep down I still hold some "gamer anger" towards him for doing that :)

Next moment came a few years later, Twin Galaxies that record high score world records came to my town to look for anyone to break a record or two. I managed to get the #1 high score on an arcade game (Captain America and The Avengers) and a pinball game (Star Trek I think, but I'm not sure). Last I checked I was still #1 in the world, but it has been a few years since I looked.

Josh

P.S I know that I didn't mention the fighting genre in a positive light. The reason is that I wanted to focus on the parts of the arcade industry that are still stuck in the arcade. The fighting genre has made a successful transition to the home market and is still thriving.

 
 
Comments

Doug Poston
profile image
"To be honest I'm surprised that a game similar to Steel Battalion was never released in the arcade or at least in any that I could find."

Dave and Busters had BattleTech mech simulator pods in their arcades for a while.

Best. Mech. Sim. Ever.

Josh Bycer
profile image
You know, I think I played that in 96 or 97(memory around that time is hazy for me) , or something similar to that. Did that game have an actual printout at the end detailing the match and the scores of everyone? If so then that game rocked.

Doug Poston
profile image
That's the one. But they updated the pods a few times since the late 90's. http://www.virtualworld.com/

Daniel Felice
profile image
The Sega gun game you describe sounds like 2Spicy. Fun game.

Josh Bycer
profile image
Re: Andre, I don't consider Mortal Kombat to be a fad title, it was a major success in the arcade, definitely a boost for the genre. While I agree that the series went downhill in the late 90s, for a time it was a money maker in the arcade.

While I can agree about alot of gameplay mechanics being born in the arcade, I have to disagree with titles like God of War or DMC being stuck in the arcade . There is a clear difference when a game is designed for the consoles as opposed to the arcade. Look at House of the Dead 1-4 vs House of the Dead Overkill if you don't believe me. While the base mechanics of games like Gow and DMC could have been done in the arcade ( IE beat up people) the games as a whole could have never showed up in the arcade in the same form. Another thing to consider, the game mechanics you are talking about for those games are all from 90s, after the console market grew in the late 90s and early 00s the pool of arcade mechanics to use dried up as developers focused their attention on the consoles.

I did not say that arcades didn't have a competitive or co-op atmosphere I said that the majority of the games themselves did not take advantage of that atmosphere. I remember X-man the arcade game, NBA Jam, and other multilayer games of the early 90s. My complaint here was that we never saw games push into unique areas of competitive or co-op design, like 6+ multiplayer games again after the early 90s.

Location is a huge deal and I agree completely, I wanted to focus more on the actual design of the arcade games though but that is of course an important issue.

Re: Daniel: that's it, I played that for one great afternoon on my prior trip to Vegas two years ago, I would love to play something like that on the Wii or with the other consoles now that motion controls are taking off.

Stephen Northcott
profile image
Great article. Arcade games kind of stopped being interesting to me after the era of Eugene Jarvis.

I can remember a few titles after that I enjoyed. Indiana Jones, Marble Madness and Virtua Racing / Daytona. But that's about it.

With Virtua Racing we once had an 8 player full length GP session in SEGA's offices. There were some fantastic options to set the game up as a LAN multiplayer GP simulator, rather than a one shot arcade race. Unfortunately that does not fit with the financial model of arcades well, so was very rarely used in the wild - nor were there many arcades with more than 1 Virtua Racing Unit. They should look at ways to make that work. I'd happily pay £5 - £10 each to jump in an F1 car simulator and take on a few mates in a GP for 20 minutes. And I'd pay more if we could do qualifying and race over a morning as a group booking. Especially with todays silicon and feedback driving the experience.

Imagine the same thing for your genre of game. In short, if the arcade is to survive (nay resurrect itself) in any meaningful way it needs to look at providing experiences we can't get in the home, rather than one shot tickles at an inflated price on dated hardware.

The last time I visited any of the arcade locations I frequented as a kid they were either derelict buildings or glorified fruit machine parlours - with perhaps one pinball table and a rather shabby racing game skulking in the back.

The console era certainly did a lot to kill off the arcade. Which is another reason that we should not read too much into the supposed parallels between game and movie industries. Video / DVD / BluRay and Home Cinema certainly have not killed off the real cinema in the same way.

I also agree that the cost of playing an arcade game seems extremely expensive these days. Games that I remember still being around in the 10p - 20p era. are now sitting in bowling alleys where you pay £1 to £2 for the privilege of playing a 20 year old game on crapped out cabinets! Insane. It's the same reason that fair ground novelty stalls are not viable anymore. Getting ripped off for 20p is no problem, but when the amount you just got ripped off for is the cost of a light meal or a pint of beer, and all you got to do was stare at some dated graphics on a flem covered VDU... well I think I'd rather go have a sandwich and play a game on my iPhone.

Adam Flutie
profile image
I grew up playing quite a bit at the arcade. I loved the TMNT, XMen, Gauntlet, and such co-op games. But the price kept going up and the time you could play kept going down. I also loved the racing games, like Ridge Racer and such that attempted somewhat sim-like attributes and wasn't a washed out Cruisin' game. I still don't have the money to get a full in car setup at home like ridge racer did, it was great and I would pay to play something like that again, but I'm sure they would ask for $1 or more to play it. Price killed the arcade. In one day of arcading, I quickly realized I could buy a full priced game and enjoy it longer...

Brian Matthews
profile image
I used to work in the Arcade Industry from 1998 to 2008. I have seen this industry shrink and shrink each year since about 2002. There are lots of reasons why the Arcade Industry has failed and I agree with most of your thoughts. Location is a big one; I can remember back in the early 80's stopping by my local 7-Eleven and playing video games before school started. Nowadays you lucky if you see arcade games in businesses outside a Movie Theater or Family Entertainment Center. I agree the Arcade Industry is dying, and there is nothing most people can do about it. This is an industry of business men that is just set in thier ways and they are not looking to change, but more or less just Fade Away!!!

Andrew Alfonso
profile image
I'm gonna have to say that your views on the arcade scene are accurate... IF you are only addressing the western arcade market. As someone living in Japan, a lot of your arguments really don't work if you apply them to the Japanese arcade scene, even though it also is slowly dying off.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.