I never played many games actually IN an arcade but I was more into the home computing era of Atari/Amiga and played a lot of action arcade games on there. Looking back I see how almost all games on those platforms were very male-oriented. There was a lot of skill-testing, adrenalin pumping, difficult challenging games, where you actually had to have “the skills” to be able to get good at it. It wasn’t enough to sit back and sip some tea and wonder about what you’ll do a few minutes from now. It was all about being in the moment, intense action, immediate threats, and whether you could react fast enough. It was an adrenalin-pumping thrillride which was quite capable of destroying the buttons on a joystick before long. And it was FUN as hell.
After a while though, as games proceeded, markets opened up, new genres appeared, new 3d hardware came along, and that not only created numerous new genres but also overshadowed the old mostly-2d hardcore “man games” a lot. Genres like shootemups, and platformers… partly they sort of suffered because there WERE so many of them, and so many ideas had been tried and done, and done well, and it seemed like there wasn’t a whole lot new to experience. So it sort of got a bit old as people kept looking for new exciting cutting-edge games, getting all bleary eyed over the dazzle of 3D and all that it offered. I mean seriously, back in the day there were so many platform games and shooting space games, it was really done to the death. Things evolved and most people followed the ‘new and cutting-edge’ because there was no longer much ‘new’ or unseen happening in the older genres.
Then along came new audiences, new types of games, games that actually appealed more to women, casual gaming, turn-based games, more puzzle and strategy games, realtime strategies, tower defense etc… all pretty new genres appealing to new audiences. And then also along came MOBILE, which now appealed to a whole different gaming scenario - shorter attention spans, completely shite touch-based controls which make it really far from ideal to control any kind of intense skill game like a platformer or shootemup, having to resort to like 1-button Rayman affairs and such. Okay games in their own right, but compromises to try to suit the control interface. And then of course all the massive influence of mobile games and new genres there etc… trying to please lots of people with as much ease and simplicity and the whole soft-sell low-barrier-to-entry movement towards free-to-play etc with everyone trying to clammer for appealing to as many gamers as possible and to never turn anyone off. So that means dumb tutorials and friendly little screens and very forgiveable gameplay and all that. So now everyone is just sort of coasting along with less intense gameplay and far less test of skills, I think largely due to the touch interface which really lends itself more to casual interaction.
Then you have consoles which have expanded greatly and still have intensity-supporting controllers, but with so many buttons and so much 3D popularity it’s really overshadowed some of these arcade type of games. And even some of these games have tried to appeal more to wider audiences so are dumbed down and over-explained and less intuitive. There is a certain ‘art’ to making a game intuitive so that you learn it automatically as you discover things, and that’s something of a lost art. The whole business model influence is pretty major as described in above posts, everyone trying to get as many customers as possible basically means people pleasing and softening and trying to be too big and too generalized. That doesn’t mean niches aren’t there or aren’t important or viable, just that they are smaller and they might not fare quite as well in terms of ‘business sense’. If its all about making money, then it’s not really all about staying true to the art of good gameplay.
Also we have the situation where developers really sort of ran out of ideas in terms of the 2d games because they did have such a prolific time of things back in the day and not much happened in terms of making use of new 3d hardware etc. So now there is a bit of a resurgence of these old genres
where people are finding ways to make better use of the new hardware. There are some really gorgeous 2d games coming out including platformers and shootemups. There’s not a lot of them but they’re coming, and they’re starting to explore some new possibilities. Obviously some of those are the hideous notion of ‘lets do everything in 3d/2.5D with physics’ which I find to be very lame, but it depends if it produces good gameplay or not. There’s also a lot of 2d games on mobile where developers are trying to tap into some of these old genres like shootemups etc but usually I think these are made by newcomers who weren’t really around in the good old days of the intense skill-testing difficulties, plus the control scheme doesn’t lend itself well to intense action, so most of these games are pretty basic and not very exciting. I think desktop or consoles offer a better outlet for big-screen modern 2d games.
Actually this is where my focus is at the moment… making a 2d arcade action game with increasingly intense difficulty and a tremendous test of reflexes, you know, just like the old arcade-style ‘hardcore’ 2d games. I’ve decided not to care about whether there is a big audience or trying to please everyone. In fact I’ve become much clearer by learning about other genres and audiences and in particular what games women tend to play, exactly what my game will NOT include because they are not my audience. I’m making a ‘man game’, lol. Just good old old-school blasting action FUN and intensity and great gameplay, using some of the hardware bells and whistles but also exploring some new avenues which just weren’t possible technically back when. For me some of these old genres are the best when they’re done well and a lot has been ‘lost’ as a result of all this other expansion of gaming audiences and flashy hardware visuals and all that. It’s time for a bit of a resurrection I think.
Overall I notice like on mobile that the drive to make money has really sent everything downhill into this very ‘friendly’ no-entry-barrier kind of mindset, where everyone is trying to scrape up whatever desperate scraps they can from the massive amounts of other people who are doing the same. There’s a sort of scarcity in a sense, not enough paying customers or customers not paying enough, and this whole focus on monetization and stuff. I think it’s really driven the heart and soul out of a lot of games and has just turned them into business devices. My strategy is to do exactly NOT THAT and to instead focus on making a great, fun game that stays as consistently true to the spirit of playing and having fun rather than watering things down for the sake of trying to get more people to play it. I don’t know if it’ll mean any kind of business/financial success but I DO know that once it’s made it’ll be a game that I will really really enjoy and that some small niche of people will also really really enjoy.
I guess it begs the question whether truly great gameplay games can make money or whether you have to sell your soul in order to do that.