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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

the most rewarding thing is feeling a sense of improvement and the worse you currently are, the quicker you can initially improve. i think a core struggle of the genre in a modern, post-emulator and console context is making it very hard for players to access that initial sense of improvement

i think credit feeding is a net good and not the problem. to me learning to clear a shmup is like learning to play a hard song on drums, and so the first thing i do is listen to the song the whole way through. play along a few times with it in my headphones just feeling it out, getting comfortable

i know having this feature does lead to some being extremely dismissive and rude to a genre they do not understand or care to but i don’t know if you can cross that metal bridge by being stricter on them. you need them to buy in. they have to care first, unfortunately

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yeah like someone who doesnt give a shit about like going full hog into arcade games probably will not care to begin with unless you find some way to hook them and removing the one thing that lets them "complete" them even in the nonstandard way isnt the key i dont think

i think the draw that could be used is letting someone finish an arcade game even if they credit feed their way through it and if they really like it, they might just wrap back around to try and improve at it. i think thats the beauty of the arcade game. its pretty easy to go "wait this game rules"

my gut tells me that, with the massive popularity of roguelikes, a compelling enough "you died" screen is a much better hook to get ppl to care. not to say the solution is to literally get rid of credit feeding, but I think them no longer being front facing defaults would have some upsides

dark souls elden ring bloodborne whatever straight up got people to Like running through from checkpoint to checkpoint in a level and that was already a common thing even in NES games of the time from some of the bigger arcade devs. i truly think more ppl would like them but it's just pure rep atp

what makes that type of runback work for ppl so well is the push of failure -> trial -> satisfaction of making permanent progress after dying a bunch. the default way credit feeding works in a shmup or bump doesn't replicate that, cuz it often respawns you exactly where you died, no progress lost

what you bring up is a good comparison ofc, and "infinite restarts on challenge gauntlet" has proven pretty successful to get ppl invested in hardcore genres (meat Boy/celeste). you'd just have to rework arcade games into that mold, it's not what credit feeding looks like (touhou 15 does it tho)

i dunno how to design to solve it but for my part as someone who enjoys these games but is absolutely not like that highly skilled at all i will simply advocate that they’re good and worth more people trying, and you don’t need to be intimidated by their reputation

fun to look at how this perspective (which makes me want to give these games more of an honest shot) can dovetail nicely with fighting games, and how the genres all come from the same space as well. Video games are good sometimes!

Honestly the only difference is if the dismissive player finishes the game or not, I dont think removing credit continues will make them appreciate the games more, just prevent people who are interested from being able to practice