The idea was that these would attract more players due to the strong 'curb-appeal' of the size/concept and unique game play, while encouraging groups of friends to play together. Of course, each play was usually double or more the cost of a regular game. At the time, large arcade centers were competing with smaller hole-in-the-wall neighborhood arcades which could pop-up in any empty retail storefront as well as convenience stores who could easily add a handful of arcade cabinets in a back corner. While major amusement centers obviously offered a wider selection of games in one place, having a few of these unique big games differentiated them.
However, these games also had several downsides. Of course, they were extremely expensive for arcade owners to purchase compared to a normal cabinet but they also took up more floor space and often required more maintenance. Ultimately, arcade owners measure value on revenue per square foot vs the total operating cost, including purchase price amortized over the time period a game continues to draw earnings. Since these games remained somewhat unusual, the calculus was clearly a close thing - probably not much different than a carnival calculating the relative value of adding a "big" Ferris wheel or roller coaster. The cost is high and, perhaps, only partly offset by direct earnings but increasing overall traffic through curb-appeal and differentiation are also important factors.
Namco being maybe one of two or at most three leading arcade marques, I think it would work about the same for them in marketing terms.