Post

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

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

3 reposts137 likes

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

i think the draw that could be used is letting someone finish an arcade game even if they credit feed their way through it and if they really like it, they might just wrap back around to try and improve at it. i think thats the beauty of the arcade game. its pretty easy to go "wait this game rules"

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

dark souls elden ring bloodborne whatever straight up got people to Like running through from checkpoint to checkpoint in a level and that was already a common thing even in NES games of the time from some of the bigger arcade devs. i truly think more ppl would like them but it's just pure rep atp

what makes that type of runback work for ppl so well is the push of failure -> trial -> satisfaction of making permanent progress after dying a bunch. the default way credit feeding works in a shmup or bump doesn't replicate that, cuz it often respawns you exactly where you died, no progress lost

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

fun to look at how this perspective (which makes me want to give these games more of an honest shot) can dovetail nicely with fighting games, and how the genres all come from the same space as well. Video games are good sometimes!

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

in this specific case this discourse started from a capcom collection and i'd put blame on capcom for not having some kind of context or guidance or introduction like how classic books get introductions for context when rereleased. i think there's more curation opportunities in these rereleases

i had this thread sent to me from a friend so i completely missed what started this; just now saw it LOL but i agree. i think a sort of player onboarding would be nice, or a more thoughtful mode of credit feeding like a hard (toggleable) limit on the amount of credits you can feed or something

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.