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

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

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 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

0 reposts3 likes

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

problem with these genres (its not just arcade ofc, rhythm games too for instance) are just never really gonna appeal to me every game can be broken down and simplified but i prefer a game where it feels less flowcharty even if it still kinda is a flowchart through larger complexity, where a lot of

older arcade games/rhythm/Hard soulslike fights are basically get the inputs right in this correct order or die i think these are just very different types of engagement and things devs can optimize for and for a lot of people one will appeal versus another, ofc on a spectrum, not just linearly

it may be easier to think of it as games where adaptability (create a good mental model) > else vs games where the goal is to Solve it (figure out the chart and know what to do every time) and 90% are somewhere in the middle