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Re: I'll try this more simply
[quote name="Mischief Maker"][quote name="Bananadine"]All of them have continues! There's a rewarding way to play and a tedious way to play, and not one developer, to your knowledge, has made it impossible to play their shmup in the tedious way? Don't you think that's weird? Granted, it's not especially relevant to someone who already enjoys playing in the good way, or to anybody who you might convert by speaking or writing about it. You're trying to communicate this choice right now, and I'm saying the choice would best be expressed within a game's design; that's no help to you unless you're ready to drop everything you're doing and start making a game.[/quote] You're getting off track here. These games are designed with the arcade in mind (or try to look like it). In the arcade you want to maximize your money input. You can get lots of money out of players in one of two ways: 1. The 1CC player puts in $50 of single credit games over a couple months mastering the game. 2. The casual player puts in $10 in a single continue-spamming session. 1CC players aren't scared off by continue screens, so why cut off the potential source of revenue from option #2? You want to explain to funding executives and pizzeria operators that cutting off a potential revenue stream is in their best interests? ESPECIALLY when they can see in front of their own eyes kids lining up rows of quarters on the game console to spam their way to through Gauntlet? In fact, I would argue that option #2 is still pretty thrilling in the arcades because you've got money on the line depending on how well you do. But you ever try playing Gauntlet in MAME? I would be hard pressed to come up with a huge hit game that's less boring, and I'm including MYST in that calculation.[/quote]