Earlier quoted context omitted.
The first episode of Netflix's High Score covers the 1970s and early 1980s video games, including arcades. The guy who made Ms. Pac Man started by making arcade mods that increased the difficulty of games. It was a killer business model because arcades were getting lower revenue over time because the playerbase would get good at a game within months. It isn't correct to say micro-transactions moved into arcades. It's…
It's more accurate to say arcade MTX have moved into the home. I don't follow your thinking. "Making the game more difficult" and "microtransactions" are both ways to squeeze more money from players but man, they are very different.
Sega quits arcade business after 50 years
101–110 of 118 posts
Re: Sega quits arcade business after 50 years
#102Earlier quoted context omitted.
You should be exceedingly worried. If Sega has no ownership of arcade locations, they lose a very big reason to make machines for the arcade. For Sega, the money was in owning the complete operation.
This doesn't seem at all plausible. I can't think of a country I have been to in the world that didn't have Sega arcade machines. I'd be shocked if simply manufacturing and selling the machines wasn't more lucrative.
Most other successful games like NBA Jam or Mortal Kombat sold 15-20k units.
That's just not compatible with the budgets needed in the 3d era.
Re: Sega quits arcade business after 50 years
#103Earlier quoted context omitted.
Arcades in America and Europe have essentially been dead for a long time, which has to be a reason why Microsoft doesn't own any. But in Japan arcades were still thriving until recently. Unfortunately, times are tough.
I've been to arcades all over the the USA in the last decade. The new breed of arcades serve a role more like "video game bar" than the their more kid/family friendlier predecessors.
Re: Sega quits arcade business after 50 years
#104Earlier quoted context omitted.
Gonna be honest, I've never heard of Korean rhythm arcade games. I thought Koreans were mostly just into PC (and mobile) games. I would've thought I'd heard of this considering I read about Korean gaming culture, but apparently not enough.
Pump It Up is a Korean DDR-style arcade. Round1 also seems to be bringing Chrono Circle to the US. Same manufacturer but different mechanics, it looks like maimai + Wacca.
Re: Sega quits arcade business after 50 years
#105Is there a archive.org for arcades? MAME of any kind?
There are/were fairly-complete warez torrents of MAME sets. The ones up to the early 2000's were of reasonable size, but after that, the sizes balloon.
Best to get a stand-up MAME arcade which were the rage some years ago.
Re: Sega quits arcade business after 50 years
#106I've been to the Japanese arcades many times, and I'd noticed changes cross the era of machine. A lot of the newer machines are either trying to be some kind of new arcade moba or card-based experience (half or more of which seemed to flop, with entire empty floors). More single player oriented experiences feature a game loop where a small, core element consisting of about 5 minutes costs a 100 yen coin regardless of…
The first episode of Netflix's High Score covers the 1970s and early 1980s video games, including arcades. The guy who made Ms. Pac Man started by making arcade mods that increased the difficulty of games. It was a killer business model because arcades were getting lower revenue over time because the playerbase would get good at a game within months. It isn't correct to say micro-transactions moved into arcades. It's…
I think it's important too to distinguish between a micro-transaction for something like a skin or a hat that has a cosmetic effect, versus "pay to win/pay to not grind", versus "pay every 5 minutes regardless of whether you win or lose" etc. My remarks on micro-transactions and difficulty creep is less about how profitable they are, but rather how the changes feel to me.
In writing my first post, I had a thought to compromise between the old school approach and the current paradigm: what if every game loop cost 1 credit if you win, 2 credits if you lose, and 100 yen buys 2 credits? If the challenge fits into my flow state so that it's at the upper limit of my competence, I would have an explicit 50 yen incentive to win in an engaging challenge. The game devs and proprieter would still make some guaranteed income on my play time. If no one has ever posited this idea before (and I'd bet someone has, and probably tested it, and maybe it doesn't work well for them), I feel like calling it "win to save".
It could even be an interesting study - players of games often won't keep playing if they feel they can't win, so the designer would have to be careful not to nickle and dime the player by setting them up for expensive failures. On the other hand, an engaging way to keep players paying could be to set them up for challenging victories that are very quick and efficient, to get them into the next loop faster... There's a lot of dimensions to this, more than I'm willing let alone able to put into one comment.
I agree arcades are a fantastic place for rhythm and dancing games. I hope you have a great day.
Re: Sega quits arcade business after 50 years
#107I have a lot of found memories of Sega World in Picadilly Circus. Later as I lived in Japan, I really loved the Sega arcades. Truly the end of an Era. Sega is a company that I always liked and always feel regret for, I loved my dreamcast and wished they had remained in the console business, I loved their arcades and wish they would still be there. It's one of the companies that most marked my childhood and early twen…
I remember one time I'd just sold 800 Beanie Babies for $250,000 in cash (dude flew in from Chicago with it) and was feeling flush. Went in Sega World and they had a new Jurassic Park hydraulic deluxe game. IIRC it was three quid PER CREDIT, and it was a two-player game. So it was six quid just to start. There was an employee stationed outside who would put your money in for you.
So, me and my buddy go and get literally hundreds of quid coins and go back to the game and pour these coins into the guy's shirt and tell him KEEP FEEDING THE BEAST. DO NOT STOP. So we played that fucker all the way through to the end. I think we only spent about 90 quid in total to finish it. The employee was over the moon. He said he'd been working there for weeks but no-one ever wanted to play after the first credit and he'd really wanted to see the end sequence.
I love you Sega. You'll always be my first crush.
Re: Sega quits arcade business after 50 years
#108I've been to the Japanese arcades many times, and I'd noticed changes cross the era of machine. A lot of the newer machines are either trying to be some kind of new arcade moba or card-based experience (half or more of which seemed to flop, with entire empty floors). More single player oriented experiences feature a game loop where a small, core element consisting of about 5 minutes costs a 100 yen coin regardless of…
Re: Sega quits arcade business after 50 years
#109I have a lot of found memories of Sega World in Picadilly Circus. Later as I lived in Japan, I really loved the Sega arcades. Truly the end of an Era. Sega is a company that I always liked and always feel regret for, I loved my dreamcast and wished they had remained in the console business, I loved their arcades and wish they would still be there. It's one of the companies that most marked my childhood and early twen…
Weird thing that many don't know... did you know Sega was created by Americans? https://en.wikipedia.org/wiki/Sega Founders * Martin Bromley * Richard Stewart
Re: Sega quits arcade business after 50 years
#110I’d be interested to know the names of the last or even last few titles produced, just to help bookmark the end of the era.