Funny you should mention those old arcade cabinets.
Their "pay to try again" model created the perverse incentive to kill the player off quickly in unpredictable ways to give the impression that it wasn't really their fault. Coin eating machines.
They're great examples of how business models color the nature of a game deeply.
That's a very good point. I haven't considered the casual-gamers aspect and the different style of engagement with games.
I still somehow have a little trouble with the way this in-game purchase works. As a child I used to go to play at the arcades, and of course when you fail, you have to slot another coin into the machine. This is probably quite similar. However, even as a child, I knew I am going to spend some money, within my budget, on playing games. There were no free games.
It seems like a subtle difference, but there is an element of luring-in with something that is marked as free, but actually encourages you to pay later.
Also, the coin-operated arcade (due to technical reasons I guess) offered a reasonably predictable price model. You play until you fail, which is usually a few minutes. If you're really good, a bit longer. You weren't given a chance to buy extra ammo or turbo-charge your car if you add two coins, and then later get the mega-pack for five extra coins and so on...
UPDATE: just to make it clear. I'm really speaking as a complete outsider to this world. I don't play any kind of games, and apologies if I'm making very wrong assumptions based on little knowledge in this area.
I was thinking more about the late 80s to the early 90s.
Games usually were designed with an easy first level and a big ramp-up in difficulty, and yes, you could pay for continues.
No free tier of course, arcade owners certainly didn't want their machines being squatted by non-paying players, but the easy start was definitely a hook, and they definitely played the sunk cost fallacy. After you put in so many coin, you don't want to stop there right? You can put in lots of coins if you are not careful. They clearly solved the "play for hours" issue too, all games I knew had an ending after less than an hour, and you had to be really good to get there without continues.
And sure, the games were meant to be enjoyable, but so are the mobile games. The only significant difference is that you own your phone, so you running the game costs the publisher nothing. Arcade cabinets are expensive machines and owners don't want you to keep playing if you are not paying, so they have to balance their settings so that you don't stay too long on a single credit, but at the same time, make sure you want to come back for more. Mobile games only have the second requirement.
Of course, only talking about video games, arcades often have prize games that are borderline gambling too.
The trend in modern arcades seems less predatory though. You can get 10 minutes of game play for a credit no matter how skilled you are, as long as you select the right difficulty. There is less of the "get hooked on the first level and spend all your coins" attitude. The counterpart is that you won't play for much longer if you are really good.
I think I saw that some of the old arcade games were actually rigged to get harder at certain points to get more quarters/tokens put in them, then there was the countdown timer after you died where you could continue if you put more money in.
Video games are for-profit companies and these days they are in heavy competition with each other and all the other distractions around.
I can easily spend about $40-50 to go to a movie with the family and if the movie sucks it feels like a waste of 2 hours. Same amount of money on a game will get you 10x plus more time of entertainment.
Ok, so here's a little story for you: My earliest memories of arcade machines are such which played motorbike racing games or bubble bobble. As far as i remember the machines allowed you to play as far as you could and when you failed the machine reset and you had to pay to have another attempt. Now i was just informed that apparently it was the norm in the USA for arcade machines to offer you to continue from where you were for more cash.
Now why did i need to be informed of this? Because i live in germany where arcade machines, along with slot machines and similar, are banned from public establishments; because yes, this stuff is exploitative.
Now, that said, there are also some real differences between software for your home and arcade machines: The arcade machines were real upfront about what's going on. You paid a coin to play, and you paid a coin to cheat. There was no pretension of free and no obfuscation of the transaction. further arcade machines were made at a time when the hardware was not affordable for the home.
> In my current project, skill still reigns supreme
That's a tall order. Please do me a favor and go through the article and make a list of techniques you see that your game does NOT employ versus those it DOES employ.
Also, a question. I play a game because the gameplay is enjoyable. Is there ever any point where the game says "no, you cannot play unless you wait or pay"? Note, i did not say progress, i said play.
> it will be up to the market to decide whether we deserve money for what we're doing
That is the entire problem. Just like arcade machines back then you are extracting money from those who are either not mentally capable of or lack the experience to make a fully rational decision.
As for suggestions, really damn simple:
1. Don't sell cheats.
2. Allow me to make a down payment to purchase the entire game, in two possible modes:
2.a) if most of the calculation involved in a game happens on a customer machine, just allow me put down a single lump sum (guild wars, roaming fortress)
2.b) if most of the calculation involved happens on a company server, allow me to pay a regular fee (eve online, and i'm really fucking sure there is NO f2p game that even approaches the amount of computation their servers do)
You can stack on all kinds of naff f2p bullshit you like, but plenty of games which were made with more effort than any f2p game are profitable on these models, even in the mobile space.
They may not be as refined, or they may not have been mistaken at what qualities were addictive, but they were designed to be addictive.
Of course, the incentives were also a little different. Old arcade, for example, games wanted you to drop in more quarters. So they had to find ways to make you lose. But not just lose, lose when you're just close enough to the next level.
Not to mention the scummy nature of how they entice users to pay to play, such as 'insert coin to continue playing' mechanism after you fail a board a few times.
Also offensive is the use of sound in these games to ratchet up excitement like a slot machine.
Again, re-framing it to competitive arcade game, giving extra lives might not be the help that is needed by the player (I have yet to encounter a competitive arcade game that is not fair), but where I find some popular competitive game egregious is that they do not only give advantage to people that spend time in the game (via xp style leveling or some kind of in game currency) but also give more competitive advantage to those who pay ( see world of tanks with premium ammunition ).
Your argument is however valid for single/cooperative arcade games, where the design is to gobble as many coin as possible.
You are factually correct, but the intentions are a bit murkier. The explosion of video arcades in the 70s and 80s was due to how lucrative the machines were as an investment, not due to any passion on the part of the owners. The value proposition for arcades at the time was basically like gambling, but not illegal. While arcade games have always been skill-based, that's not the same as "fair," at least in the modern game design sense.
Yes, with repetition, you can eventually learn to beat Ghosts and Goblins on a single quarter, but the game is not going to just let you do that on the first try. Games of that era are designed to lure you in, then kill you with something completely out of nowhere after your 3 minutes are up and it's time for the next person in line to put in their money. This self-reinforced when you saw someone who had put in the reps getting really far on one credit, so you would think you can do that. But no, you can't. You die at the end of the first stage like everyone else.
It's not gambling, but it's still designed to extract money as efficiently as possible.
Ha, I was thinking historically like solitaire or chess or bridge or the like.
The real exception is gambling games.
And I did think along the same lines (in a very minor way) with arcade games. Pinball - where skill let you prolong a game gave way to video games (like pacman or tetris you mentioned), which quickly got too hard to keep going. And it went further when games like gauntlet kept you feeding quarters in a pay to play way.
But at that time, we got atari and nintendo and so forth. Pay once, play for a long time. Kids grew up with this, and parents worried about the cost of a cartridge.
But the current crop of games is free, yet blatantly money oriented. Plants vs Zombies pre-EA vs post-EA comes to mind. Add grinding and then pay to not grind.
Yes, a little rose colored. But in vegas you can actually register as a compulsive gambler and the casinos will not serve you.
That seems wrong, that's a very nostalgic view. Arcade games often charged by the playthrough and your playthrough would be cut short if you were bad at the game and died a lot in many of the arcade games that operated on lives. If you played well, you would effectively have more playtime from the lives your token bought you, while if you were played poorly you would have to pay more tokens because you kept dying. The less honest arcade games would have more random elements that made it more difficult as well.
And you would often die before satisfaction. Arcade games were usually comically simplistic, there usually wasn't much to it aside from the mechanical difficulty and it was often unintuitively difficult. There'd be an unofficial minimum spend because certain challenges weren't realistically surmountable until you had already encountered it or you had spent a decent number of lives practicing. Except for in the beginning of the playthrough. Arcade games were never too difficult at the beginning because they wanted you to hook you into the game, sounds a lot like mobile games. 25c for a teaser period of easier gameplay isn't very different in practice from the free-to-play hook that you so decry.
When people talk about "old school" difficulty, they are referring to that kind of punishing difficulty rampant in early video games inspired by arcade games that made money off of lives. Except that when you're paying a fixed fee for unlimited playtime, it doesn't make sense to punish your players. Video games soon became a lot easier and more continuous.
The dynamic is identical, pay-to-win is simply more refined & time-efficient. You say the arcade games were cheap. So are mobile games. So are video games. The vast majority of players in these mobile games never spend a lot of money, a lot of them never spend any money at all. It's just that in arcades, if you want to unlock certain levels of content and progress, you don't just pay for it, you pay for a lot of tokens for the privilege of spending a lot of time mastering a particular game.
Just like mobile, a lot of kids with generous parents could drop a lot of money into the arcade. You mentioned that you were poor. If you were poor with a mobile game today, your parents wouldn't let you spend a lot (if any) either. In fact, you could get away with not spending a single cent.
The game's popularity is sort of ironic. It was designed to be unfair, in order to demonstrate the harmful power that monopolists accrue. That it results in the situations you describe could also be said to be by design.
Slot machines are a much better analogy imo. Mindlessly pulling/tapping and getting rewarded at steady intervals. You continue to shove in your money so you can continue to get rewards.
Arcade games on the other hand were still fun and challenging even if you took away the psychology behind stuffing in quarters. (no one has console slot machines)
Did you ever play old arcade games? The fact that you had to spend money made playing the game more exciting, you actually had something to lose. I guess it is the same in these games.
You do have a point. I have little trouble recognizing that micro-transactions and coin-op difficulty creep are both profit driven modifications made to games, and also that I'd be better served by the life of a hermit than a time machine to the 1980s if I wanted to escape the effects of human greed, particularly on much more important things than video games.
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.
I'm imagining a really hard arcade game which costs a dollar to play, and if you win, you get a million dollars and the game can never be played again by anybody. The business makes money from players as they try to up their skill, and nets everything at the end minus the reward.
I don't think so, and I used to spend a lot of time in arcades. For one thing, everyone had to pay the exact same amount to play. Good player, bad player, whatever. There was no "free tier" to get you hooked before things suddenly got much harder, and when they did there was no way to pay more to make things easier (though toward the end some games did let you continue by pumping in more tokens). Every game was also self contained. There was no persistent state that you were in danger of losing if you didn't keep checking in day after day, week after week. Fortunately, the games were also cheap. Even when I was really poor, I could afford a dollar for several tokens that were enough to play the games I liked just about as long as I could stand. Hour-long games of Battle Zone turned into all-afternoon games of Joust. I could turn a game over to someone less skilled, go back to my apartment, eat lunch, come back, and pick up again before they'd managed to exhaust the lives I had accumulated.
Arcade games were certainly meant to be enjoyable, and to keep you playing, but they were nowhere near the dark-pattern psychological minefield that modern games - especially mobile games - often are.
video game arcades were skill-based gameplay, if you were good at gyruss you could play a LONG time on your quarter; yes, it was expensive while you were learning, but that promoted skill acquisition, the better pattern recognition, memory and hand-eye coordination you developed, the more you could play with the same amount of money.
IAP and coin-based gameplay is not skill based, it's addiction based, which is NOT something you should encourage: the reward loop is completely different, fear-of-missing-out and scarcity-based gameplay do not create any positive effects, save maybe training your child to be a future patron of casinos and similar establishments
> Video games, at their best, offer everyone an equal chance to overcome the same challenges on an equal playing field. “Pac-Man,” after all, didn’t let you add extra quarters to purchase immunity from the ghosts.
I mean, in a way they did. If you had more quarters to spare in Pac-Man, you'd be more likely to make it further than your cash-strapped compatriot.
But then again arcades peddled these types of "pay to win" mechanics long before the App Store, and so probably aren't the best example to use in an article like this. NES era games would be more appropriate I think.
There is still a payout in those games - it’s just not money. Sunk cost fallacy still plays a role.
Frankly, the addictive part is in the randomness of the payout. What the payout is isn’t particularly important. The fact that games don’t payout money could be seen as worse - you have zero chance of recovering your expenditure.
Their "pay to try again" model created the perverse incentive to kill the player off quickly in unpredictable ways to give the impression that it wasn't really their fault. Coin eating machines.
They're great examples of how business models color the nature of a game deeply.
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