Sega quits arcade business after 50 years
eurogamer.net
eurogamer.net
If that is the case I am fine. I was rather worry about the end of Arcade. Especially with Racing Games.
For Sega, the money was in owning the complete operation.
Most other successful games like NBA Jam or Mortal Kombat sold 15-20k units.
That's just not compatible with the budgets needed in the 3d era.
I do miss SegaWorld London though.
When I was little the arcade market was crazy. There was one in every mall, every shopping center, and even modest sized strip malls had them. Then you'd had random stand-alone ones here and there that were significantly bigger. Every mini-golf place had an attached arcade too. I think I grew up within short driving distance of several. Now there's a couple barcades, one nearby another a longer drive, and none of which anyone under 21 can visit.
Its not a healthy market and nor one that is actually buying video game cabinets. I don't think Ive seen a remotely new cabinet in any of these. Just old classic stuff being kept together with hope, elbow grease, and baling wire. The barcade exprience leaves a lot to be desired as games people like are very old and the maintenance budget and ability of those barcades isn't impressive. The few times I've gone I'd have bad joysticks, bad buttons, machines not registering quarters, hardware locking up, and CRT screens that have aged into displaying burn-in and seemingly a lot dimmer and with more "ghosting" than I remember. They're cost centers to these bars, so they just aren't able to take care of them well, assuming spare parts are accessible (or affordable) for bar economics.
Yes these things won't go away soon, but its a small and shrinking market. SEGA can't justify the rents on those spaces which is a bad sign in otherwise arcade friendly Japan. So the transformation of arcade games into bar toys is almost complete, which is not a healthy sign for this industry. Google says the arcade industry CAGR is projected to be almost 2% during 2021-2025. That's just really terrible and the sign of a stagnated industry and perhaps one entering its negative growth rate period sooner than we might assume.
GameWorks seems to have been a casualty of the pandemic, sadly.
Hopefully arcades (and not just barcades) will resurge a bit as the pandemic recedes.
Sega is a company that I always liked and always feel regret for, I loved my dreamcast and wished they had remained in the console business, I loved their arcades and wish they would still be there. It's one of the companies that most marked my childhood and early twenties.
I remember one time I'd just sold 800 Beanie Babies for $250,000 in cash (dude flew in from Chicago with it) and was feeling flush. Went in Sega World and they had a new Jurassic Park hydraulic deluxe game. IIRC it was three quid PER CREDIT, and it was a two-player game. So it was six quid just to start. There was an employee stationed outside who would put your money in for you.
So, me and my buddy go and get literally hundreds of quid coins and go back to the game and pour these coins into the guy's shirt and tell him KEEP FEEDING THE BEAST. DO NOT STOP. So we played that fucker all the way through to the end. I think we only spent about 90 quid in total to finish it. The employee was over the moon. He said he'd been working there for weeks but no-one ever wanted to play after the first credit and he'd really wanted to see the end sequence.
I love you Sega. You'll always be my first crush.
https://en.wikipedia.org/wiki/Sega
Founders * Martin Bromley * Richard Stewart
For those who don't know, Round 1 is a Japanese arcade company that also has US locations, and they import many only-intended-for-Japan arcade cabinets to said locations, including some that are only in Japanese. Their rhythm game sections in particular are basically unsurpassed by American standards, it's like stepping into a slice of Tokyo.
Even if I was too young for the golden age of American arcades, I’m glad I got to experience their twilight. The vertically-integrated, destination-class concept was clearly the end-state for the industry, but it was still a blast to go.
We still have barcades, which are fun, though they tend to be exclusively retro-gaming, appealing first and foremost to Gen X nostalgia. Looks like I'll need to go to Tokyo to get behind the wheel of an Initial D arcade machine again.
The perennial fighting games and giant robot battles still pull crowds from their appreciators, as something of the core of the arcade business. That, and the two floors of UFO crane games still seem to hold fairly strong sway from what I've seen. The pandemic situation made things worse for arcades, but like many things that you've heard of many times before it only accelerated an inevitable decline. I think the move here would be first to downsize, then maybe specialize.
Arcade value prop is at an all-time low. It's too bad, because rhythm games are a lot of fun and impractical for homes.
It's more accurate to say arcade MTX have moved into the home.
I don't follow your thinking. "Making the game more difficult" and "microtransactions" are both ways to squeeze more money from players but man, they are very different."Putting money in every time you play" leaves the play experience itself pristine. The cost of each game is consistent.
"Microtransactions" pollute the gameplay experience itself. I don't know how much each game will cost. I might get hooked on the early stages of the game only to discover that accessing the rest of the game will require either impractical amounts of time, or some unpredictable and arbitrary amount of money. It also completely shatters the 4th wall for me, ruins the immersion.
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.
Spent three weeks in Tokyo for my honeymoon a few years ago. I know of no experience that for me can rival the type of joy of spending late nights in an arcade (not saying it’s the pinnacle, just a unique experience). Even my wife who is a non-gamer found it a thrill. Perhaps with the shut downs it will consolidate to a few profitable centers that can remain. Individuals can’t afford Dancerush Stardum or those gundam games.
I actually prefer MAME to the real thing. Wireless controllers, pause, auto fire settings and whatnot.
I wish Gens was as alive as MAME.
The fact that there's no (legal) way to get some of those games out of Japan and into the hands of people who want to play them is a good indicator of a lack of wanting to do the work on the seller side. There's an article from Wired [1] a bit ago about the harrowing efforts of getting dancing game cabinets and the like out, and the DRM that goes into keeping them region-locked such that it's hard for gamers in the US to get to them.
I went to GameWorks in Seattle at one point for a party and roughly 1/3 of the cabinets were cobranded with companies like King or PopCap, played like slot machines, and were more at home in a Vegas casino than a kids arcade. The others were a mixture of Japan imports from Sega and such that had been semi-localized (or, for a few, not even localized at all, just laid there for the Ultra Weeb gaijin and homesick Japanese exchange students) and "classics" like super hang-on and mortal kombat.
Fact of the matter is that most modern arcade cabinets are just glorified consoles running a single game with a shitload of DRM on them, or windows/sometimes-linux machines running a single executable, stripped down to the bare minimum, then let sit in an arcade. If Konami can put the work into selling a game on a console, unless there's a really compelling reason to make the gameplay loop fit an arcade feel and not sell it as an "Arcade Console" game, they're not gonna put in the overhead of putting it into an arcade cabinet. Unless you've got some serious gimmick like a funny ridable controller [2] or a DJ style button set [3] then you're basically just selling a console game.
[1] https://www.wired.com/story/gritty-underground-network-bring...
[2] https://i.pinimg.com/originals/0c/c0/91/0cc0912f1b8248be89fc...
I have no idea where if anywhere kids today can find the same connections outside of parent subsidized sports and art programs. (Which really do not have the autonomy and real world social interactions arcades provided me.)
I could hardly wait for my paper route money to come in so that I could meet up with my friends spend it at the arcade!
Possible shopping centers have provide a similar experience but I feel the writing is on the wall and it does not bode well for these either.
I worry that pseudo friendships such as those found online or soon in the Metaverse being the only option for our youth, will have long lasting negative consequences on our society which appears to be in decline already.
In retrospect, Out Run is a much weaker game, sillier than I remembered -- especially when you consider Konami's outstanding (if madly difficult) WEC Le Mans came out the same year. Good soundtrack though.
But I guess that is too courages move for a Japanese company.
https://arcade1up.com/products/outrun-stand-up-arcade-machin...
Of course, older games often look better on CRT than LCD, but CRTs obviously aren't going to happen, unfortunately.
https://arcade1up.com/products/ki-pro
Yeah CRTs aren't realistic these days but I do think it's possible to emulate the look pretty decently with shaders at least.
If you are interested, here is a link to the guy I bought my machine from: https://www.arcade-projects.com/threads/k-c-game-sale.10993/...
Nothing can ever compete with that. The finishing moves were like this occult knowledge that you would see certain kids have and think of them as some kind of martial arts masters. No internet to tell you how to do them. Would just have to try to watch the master and figure out what they were doing when they did the finishing move.
Scarcity of game play the coin created along with having to be social at the arcade. Just an awesome experience as a kid.
What is allowed are gambling game casinos. Wish it would be the other way around.
They're not illegal, they just never became popular. There are a few around.
Due to youth protection laws there is no difference between gambling machines and arcade machines, which turn those places into 18+ entertainment stuff.
Huh?
E.g. important institutions like the world's best physical electronic component store Akizuki Denshi?
Now no longer having an affiliation with Sega, Genda's rebranding under the GiGo brand, but there's no real administrative change.
[1] https://www.wired.com/story/gritty-underground-network-bring...
I’d be interested to know the names of the last or even last few titles produced, just to help bookmark the end of the era.
You might live in a small space where you can't keep a functioning Dance Dance Revolution setup without noise complaints from downstairs, but you can dance at the arcade, maybe with an awestruck audience if you're really good at it.
You can take your SO to the arcade on a date and giggle as you race down a mountain together with a steering wheel and pedal setup, even if he/she isn't into that kind of thing most of the time and wouldn't have fun playing Gran Turismo with you at home.
You can hang out with your friends each week and play with them even if your home environment is too strict, chaotic, or unpredictable for that.
But if you have everything you need at home and can couch-co-op Halo with your buddies on a big screen TV, you might not see any appeal in the arcade.
Sega Joyopolis in Tokyo was a next level experience. It had arcade cabinets that spin 360 degrees on X & Y axes, which makes flying games fantastic. It had racing cabinets with full sized Mazda Miatas & similar cars on full motion platforms. There was a snowboarding half pipe, where the rider is strapped into a full sized snowboard on a pendulum arm with a VR headset. Another ride was an enclosed pod with VR displays that ran along a rollercoaster track. And, the most unusual thing I remember, there was a holographic virtual pop star performance.
https://apps.apple.com/us/app/hatsune-miku-colorful-stage/id...
Although I don't think as many people use Vocaloid to write songs anymore - the appeal is basically that you don't have to hire any singers, but that's not a problem once you get enough fame you can afford them. So now the games are a nostalgia play.
Same thing with arcades; not everyone has a DDR machine at home, yet people love them and want to play them.
When video arcades started to grow popular at the end of the 1970's, they retained most of these elements: An arcade game was a "destination" for game enthusiasts and had the best technology available at the time. They didn't have real physics like pinball, but they were very reliable, giving the skill element a new wrinkle - the operator mostly wasn't a factor, so you played against the game design as the developer intended. While free credits for high scores were eliminated, time extension was still a common part of the gameplay. Playing for high scores or going longer on one credit are the underlying factor to being "into" arcade games - they are fundamentally short "instant fun" experiences and you have to fight them to get more out of your credit.
There's a strong element of "performing" an arcade game - not just consuming it but making the most of every nuance. Not all arcades are designed fairly, but the best ones allow you to clear the game on one credit if you are very good. It can be very satisfying to spend time practicing an arcade and then be able to perform it again on demand.
While consoles got better and closed the gap on technology, the arcade got a second wind in the 90's as fighting games and larger format games like Daytona USA became central, preserving the monumentality of it and opening up more multiplayer experiences, which helped the arcade retain a social feeling.
Since video games are so prevalent now, and allow for cheaper, longer-format and less intense experiences, arcades have become a niche, but their style of gameplay remains popular.
For example, take girls who aren't gamers, there's no way to get them to play console games. They see that as the domain of dudes. So there's no chance to take them out on a date where you sit in a room playing games from a console.
But these very same girls love the arcade experience. They are partial to the arcade experience because they get to be out in the open, in their best outfit, consume alcohol and/or food, smoke, socialize and even though they might not enjoy the games themselves, they like the social aspect. It's like going to a club where the crowd is a bit nerdier and not quite the meat market that are dance clubs.
Same with billiards. Not that fun in dad's den. But fun as hell in a pool hall. More social. More vibing.
You don't go to arcades cause it's cheaper. You go cause you want it to be a communal experience.
Even if you're not there to mingle with guys or girls. Maybe you want to show off and beat some game. It's much funner when you got a bunch of people rooting behind you than if you owned the cabinet and just played in dad's den.
I can't think of any other social activity I was involved in outside my home as a teenager. I was shy, quiet, no friends etc. but at an arcade there was a common interest. Watching someone else play or 2 player game with someone you didn't know.
The smell too arcades had a certain smell the plywood cabinets, sweet smells of food, and for a certain period in time cigarettes.
I love me some Groove Coaster and Drummania!
Since we are talking about Sega, have some Sonic the Hedgehog.
https://archive.org/details/sg_Sonic_the_Hedgehog_Rev_1_1991...
There are/were fairly-complete warez torrents of MAME sets. The ones up to the early 2000's were of reasonable size, but after that, the sizes balloon.
Best to get a stand-up MAME arcade which were the rage some years ago.
As many will say, end of an era.
SEGA!