I upvoted you but I totally disagree, arcade games are great, you just need to get into the dip switch controls and turn on free play when the manager isn't looking.
Microtransaction games aren't bad only because of the literal financial cost of the microtransactions themselves, they're also bad because the presence of the microtransactions informs the design of the game itself. Arcade games are designed to eat quarters and waste time, so even if you're playing them pirated on an emulator they're still designed around that exploitative gameplay loop.
Full of cheap undodgeable damage like all arcade shooters, the hook is mostly a way to bait you into taking even more damage, interesting sprites. Didn't like it.
Yeah, a lot of them are not very fun outside the context of an arcade. As a social experience of playing minigames as you stroll past them, it's its own thing, and fighting games obviously have survived by having way more depth to them that make them worth playing as more than a minigame despite individual matches being so quick.
Arcade machines also used to be much more powerful than home consoles, so flashy graphics used to be a big draw. Not so much now, they're mostly just about the gimmick controllers outside of Japan.
As I said to the other person who made the same reply several hours ago,
Microtransaction games aren't bad only because of the literal financial cost of the microtransactions themselves, they're also bad because the presence of the microtransactions informs the design of the game itself. Arcade games are designed to eat quarters and waste time, so even if you're playing them pirated on an emulator they're still designed around that exploitative gameplay loop.
ngl there's an arcade in my city where you pay entry and all the games are free, and a lot of the worst offenders become pretty fun when you can just mash the start button to "buy" more lives.
DLC culture led to micro transactional culture in the video game industry. I hate to be this guy but at the age of 30 there was a time in my youth when you got a full game for the price you paid. Now while yes you can compare micro transactions to standing in front of an arcade with quarters. But my problem is the industry stopped putting an effort into making a good game with a great story for the sake of making an online experience to sell kids micro transactions.
Arcade games are, on general, just kinda' hard. Some are pretty manipulative (I think Dragon's Lair straight-up demands/has a settings for you pay more money at one point even if you didn't die) but, like, Ghosts 'N Goblins and Ghouls 'N Ghosts are pretty fair to play otherwise. People one-credit clear those all the time and it's not even remotely in the scope of what it takes to beat some MTX/PTW games. The problem with MTX/PTW games is that they're on your home computer/console and can expect you to keep playing and modern psychologically manipulative techniques are being applied. Arcades were just designed to kinda' amuse you for a maximum of like 30-60 minutes usually and rarely use any sort of psychological techniques as far as I remember.
Arcade games are the original P2W microtransaction games none of them are good
I upvoted you but I totally disagree, arcade games are great, you just need to get into the dip switch controls and turn on free play when the manager isn't looking.
Microtransaction games aren't bad only because of the literal financial cost of the microtransactions themselves, they're also bad because the presence of the microtransactions informs the design of the game itself. Arcade games are designed to eat quarters and waste time, so even if you're playing them pirated on an emulator they're still designed around that exploitative gameplay loop.
You need to play Boogie Wings.
Full of cheap undodgeable damage like all arcade shooters, the hook is mostly a way to bait you into taking even more damage, interesting sprites. Didn't like it.
You need to play Dragon Gun.
Even more cheap damage to eat quarters, looks like dogshit, rail shooters were never good.
Yeah, a lot of them are not very fun outside the context of an arcade. As a social experience of playing minigames as you stroll past them, it's its own thing, and fighting games obviously have survived by having way more depth to them that make them worth playing as more than a minigame despite individual matches being so quick.
Arcade machines also used to be much more powerful than home consoles, so flashy graphics used to be a big draw. Not so much now, they're mostly just about the gimmick controllers outside of Japan.
c/firstworldanarchists
Under socialism it is all free, Wu Tang is for the kids
As I said to the other person who made the same reply several hours ago,
Microtransaction games aren't bad only because of the literal financial cost of the microtransactions themselves, they're also bad because the presence of the microtransactions informs the design of the game itself. Arcade games are designed to eat quarters and waste time, so even if you're playing them pirated on an emulator they're still designed around that exploitative gameplay loop.
ngl there's an arcade in my city where you pay entry and all the games are free, and a lot of the worst offenders become pretty fun when you can just mash the start button to "buy" more lives.
DLC culture led to micro transactional culture in the video game industry. I hate to be this guy but at the age of 30 there was a time in my youth when you got a full game for the price you paid. Now while yes you can compare micro transactions to standing in front of an arcade with quarters. But my problem is the industry stopped putting an effort into making a good game with a great story for the sake of making an online experience to sell kids micro transactions.
Arcade games are, on general, just kinda' hard. Some are pretty manipulative (I think Dragon's Lair straight-up demands/has a settings for you pay more money at one point even if you didn't die) but, like, Ghosts 'N Goblins and Ghouls 'N Ghosts are pretty fair to play otherwise. People one-credit clear those all the time and it's not even remotely in the scope of what it takes to beat some MTX/PTW games. The problem with MTX/PTW games is that they're on your home computer/console and can expect you to keep playing and modern psychologically manipulative techniques are being applied. Arcades were just designed to kinda' amuse you for a maximum of like 30-60 minutes usually and rarely use any sort of psychological techniques as far as I remember.
Because your parents never really gave you that much money for it too, nowadays kids have access to credit cards like it's nothing