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to weigh in on the arcade game discourse earnestly: i’ve been slowly getting into them more and more lately, playing both shmups and beat em ups, having a great time with both and i think they’re extremely inviting and fun and rewarding even and arguably especially at lower skill levels

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I think people forget that if arcade games were just brutally hard and unenjoyable until you git gud then they would not have been a successful business for 30 years

I rec Void Stranger for that reason. System Erasure made a great shmup so it's no wonder that Void Stranger can plant the seed of enjoying the fundamentals of Arcade Game mechanics. I had to watch myself get better at a game against my will.

A lot of what attracts people to continues can easily be solved by robust practice modes now that we all own the games we buy. Its more benefitial to push the practice culture arcade players already engage with (through save states), then the alternative

Its also just straight up not Organic for a scene of games to need a MarkMSX/Dev Interviews/etc in order to show people the games have value. I use it as an example, but nobody misunderstands Devil Daggers, they either bounce off or get into it

i just dunno if that’s true? i think continues have specific design benefits beyond practice modes. being able to play a run out after a death for practice while you’re doing attempts or slowly reducing the credits you need to clear are two, to me, valid and healthy approaches that you’d lose

i guess ultimately i think the ambiguity is a trade off; enforcing modes of play will reduce ambiguity and thus bad posts from people disingenuous to the genre like the one that started all this discourse but will it actually make those people engage more deeply or just turn them away?

i think the apathy arcade games have towards the player can be a strength as much as it is a weakness. the game simply exists, the player must find their own challenges as they explore it and improve. this does absolutely push people away but it also means they can be approached in so many more ways

i think there's rlly two types of challenges on two ends of the spectrum and stuff like arcade/puzzlers are on one end and say, movement shooters are on the other i am a person that doesnt find figuring out the right inputs to press in the right order each time to be interesting, and that isnt a

the most rewarding thing is feeling a sense of improvement and the worse you currently are, the quicker you can initially improve. i think a core struggle of the genre in a modern, post-emulator and console context is making it very hard for players to access that initial sense of improvement

i think credit feeding is a net good and not the problem. to me learning to clear a shmup is like learning to play a hard song on drums, and so the first thing i do is listen to the song the whole way through. play along a few times with it in my headphones just feeling it out, getting comfortable

imo i dont really think credit feeding is a problem like at all because truthfully some people like being hard stuck on a section until they clear it but like, it's good to get in practice using credit feeding regardless. its like a double edged sword

i know having this feature does lead to some being extremely dismissive and rude to a genre they do not understand or care to but i don’t know if you can cross that metal bridge by being stricter on them. you need them to buy in. they have to care first, unfortunately

yeah like someone who doesnt give a shit about like going full hog into arcade games probably will not care to begin with unless you find some way to hook them and removing the one thing that lets them "complete" them even in the nonstandard way isnt the key i dont think

my gut tells me that, with the massive popularity of roguelikes, a compelling enough "you died" screen is a much better hook to get ppl to care. not to say the solution is to literally get rid of credit feeding, but I think them no longer being front facing defaults would have some upsides

i dunno how to design to solve it but for my part as someone who enjoys these games but is absolutely not like that highly skilled at all i will simply advocate that they’re good and worth more people trying, and you don’t need to be intimidated by their reputation

Honestly the only difference is if the dismissive player finishes the game or not, I dont think removing credit continues will make them appreciate the games more, just prevent people who are interested from being able to practice

i wanted to chime in here bc i agree. credit feeding conceptually i find to be harmless. but i think credit feeding enables kinda mindles play that doesn't incentivize properly *learning* the level because of the nature of how a lot of these credit inserts work. i.e screen clears in Final Fight

you did touch on this and i don't have the answer either, but i think infinite 1 button continues in these ports can feel sort of hamfisted, because at no cost you can effectively square peg round hole the level design until you roll credits but in totality its harmless and is mostly nerd stuff

I'm remembering a time a friend asked me to netplay metal slug. we credit fed like mad to reach credits. it was fun! afterwards he prompted me for my opinion, like a fully formed take on how I felt about it as a game. it worried me that he expected me to have a real take having played like that.

which is to say, casual credit feeding can be fun (and also a good first step to *not* credit feeding), and certainly is not a problem. but the feeling some people have that you necessarily know all there is to know about a game as long as you've seen credits isn't great.

At the end of the day the games were still tuned to kick your ass so that you either put in more money or left so someone else could put in money. That people learned and got good enough to clear in 1 credit is almost fighting against the balance of the games.

At the risk of coming across as out of the loop, what's the current discourse about? I feel like this is something that may not be as relevant to my area, but I'm very curious

lots of different strains have kinda evolved as the day progressed but it started here

Derek Yu@mossmouth.bsky.social

Painful review of the Capcom Beat 'Em Up Bundle on Steam that really highlights how destructive the continue system was to people's perception of arcade games. The beat 'em ups mentioned play wildly different from one another if you're actually trying to survive on 1 credit.

I picked up Final Vendetta recently and am realizing how bad I am at getting anywhere in these games without continues w also starting to really want an arcade stick but not sure which one to get

If you're buying new and have about $100 US the 8bitdo stick or the Mayflash F500 are decent starting options. If you see any used PS360 era sticks like the Madcatz TE in good condition those are good too (and will work on modern consoles with adapters pretty easily)

Ah thanks, appreciate it! That's a pretty fun topic to think about. A lot of the progression and fulfilment of these games in the current age really boils down to acknowledging what parts of the experience should or shouldn't be affected by current convenience and QoL imho. Just, try your best!

It's strange with how popular the Souls-like genre is you'd think the discourse would be more open to difficulty. But retro games are still being labeled as "unfun" difficulty.

been waiting for some younger internet dirtbag to reinvent icycalm from first principles and start talking again about how japanese arcade games are the only true form of game and that anyone who has ever made an art game should be disemboweled. he was like the curtis yarvin of game criticism.

i work with a non-profit building arcade cab art pieces with indie devs/designers/fabricators in nyc and have no idea what the discourse is so all i have to say is: hear, hear!!

we could probably stand to find or develop a good game for the format in either of those genres and i am glad to have the kinds of sickos on our team with the deep knowledge of the history of these games to make sure we have something satisfying/compelling