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Comment by structural

3 years ago

And most of them were tuned for profit too, so it's not like this is a new concept. It does feel like a lot of the mobile and F2P monetization folks are the same ones that enjoyed profiting from arcade games and see them as being similar to slot machines (except better, because they only pay out in neurochemicals, not money!).

There's been a quiet war for decades between people who want to design games as art, and people who want to design them as a predictable recurring revenue stream. I'm not sure what iteration we're up to now.

Comparing arcade machines to gambling is a sore spot, especially for pinball. Ostensibly arcade machines are skill based. They are not random. You may be able to win an award or prize but that will be based on some objective measure of performance with little to no randomization. This is important because arcades operate where gambling is illegal, so suggesting they are anything like gambling threatens the security of those businesses.

Roger Sharpe [1] saved pinball by demonstrating it is a game of skill.

RE: art vs profit I think there is room for both. Games are probably the best example of that. Game designers are very much artists but they are also engineers and business people.

[1]: https://en.wikipedia.org/wiki/Roger_Sharpe_(pinball)

  • 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.

    • >> While arcade games have always been skill-based, that's not the same as "fair," at least in the modern game design sense.

      Well sure the games tend to be skill based, but arcade machines were also novelties, like the little peep-show movie clips where you turned the crank and looked inside, or the "fortune teller" and some others. Skill games seem better because there is more replay value though.

    • It's not gambling simply because there is no possible way you can come out ahead, therefore you are just paying for entertainment. Nobody ever got quarter out of a PacMan machine, no matter how well they played.

      But games with persistent inventory like World of Warcraft are different than PacMan machines, because you could sell your items for real money.

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  • >Ostensibly arcade machines are skill based.

    That's also a slippery slope of an argument. Poker players claim that they are not gambling. Early stage addicts claim they are not addicts and can stop any time. Gaming, whether the player is earning money or points, all keys in on the same addictive traits of their players. Some game devs go all in on that because it is fish in a barrel stakes for making money.

    • Sure. Modern arcades even survive by selling alcohol as a 1-2 punch. But now we are talking about addiction in general, not gambling specifically.

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