How continues ruined the western arcade.

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Halo Fanboy

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It is a little known fact in America and the rest of the western world that the optimal way to beat an arcade game is a one credit clear; completion of all stages without continuing. Unfortunately game players and even developers in the west saw continuing as an inevitable aspect of arcade game design. It is this fundamental misunderstanding that continuing was a natural and even integral element of arcade gaming that lead to the downfall of arcade culture in the west. It is also responsible for the creation of terrible credit-feeders that are poorly balanced and unfair made by clueless western developers, the overtaking of other countries by Japan in game quality and the fact that every ignorant shmuck in the press and gaming community has no idea how to play the few quality titles that we still have.

To properly mourn for what has been loss we must understand their value. If you have ever been to an arcade then consider yourself lucky, arcades have housed the cutting edge titles for nearly every genre beside those that are PC-centric. A big reason for this is because of the paying format arcades use. One small payment and you can play as long as you can keep your little pixel avatar alive. This is important for several reasons, first of all it this format that single handedly shuts down shovelware, blatant cash ins and games that are nearly unplayable like EA?s sloppy port of Shadow of the Beast to the American Sega Genesis or even more famously E.T. the Extra-Terrestrial for the Atari 2600. The arcade audience would never tolerate playing more than one credit of a subpar game and as such continually gave their money to only the best games out there and furthermore developed taste and higher standards. Opposite the arcade gamers were the gamers who exclusively played with retail disk based games who often ended up forcing themselves through a lame experience because they already paid for it, dulling themselves to the agonies of tedium. The second reason that this payment system is important is because it encouraged players to learn and master game mechanics in order to play for longer and proceed with the game. You can only play as long as you keep your sprite alive and as such it fostered a culture of gamers who were extremely skillful and demanded increasing complexity in games so that they continue testing themselves and growing. In this way arcade games were free to continue gaining complexity and depth to cater to their audience. This trend if left unmolested would have led to a steadily greater game development over the years rather than the stagnant and even decadent games we often see today.

Arcades first emerged in the in the 70?s as a viable business with Galaxy Wars becoming available to the public. Other notable games that came after that were games like Space Invaders, Pac-Man, Donkey Kong and Asteroids where the goal was to keep playing as long as possible and get a higher score while the game constantly sent increasingly more difficult loops of the same patterns. As arcade games developed they began to have actual endings and limited number of stages which the player would ?win? after completing all of them. These new genres such as SHMUPs, Run N Gun, Belt Scroll Beat ?em Up and gun shooting (along with the development of the versus fighter) were a worthwhile addition to the arcade format of play, but also led to the heinous addition of continues.

As discussed before the arcade format of games have many virtues, one being that the games could be played for an extremely low price to test the waters before committing more coins to the machine later as opposed to games sold on the retail market, but the equally important aspect of these games is undoubtedly the high degree of skill they demand from the player and hence high degree of satisfaction they give when the player becomes proficient in them. The problem with continues is that they destroy the satisfaction of attaining skill, making progressing through the game more of a matter on the number of coins in your pocket then skill and simply spoils the progression you get from playing through the game properly. The western arcade gamers didn?t understand how this spoiled the game and kept continuing in a foolish attempt to ?reach the end? so that they could be done with it. Furthermore the seeming necessity of the continue feature gives arcade games a black mark in the eyes of the public who think these games are nothing more than designed to take your money. The problem is furthered with western development teams take advantage of this relative ignorance and release the real credit-feeders, Narc (1998), Revolution X, Total Carnage, games so unbalanced that 1CCing them is nearly impossible without dumb luck. Konami even altered their own games for American release to have more continue-friendly design, another notch on the viscous cycle. Meanwhile the games that came unaltered from Japan were increasing in complexity to the point where the general public who were coddled by the continue mentality labeled them as the same as the western developers pathetic excuses for games. The public interest for arcade games dwindled in favor of console games where the continues were always free. In the short run implementing the continue feature was a success for arcade operators, getting more money from clueless and skill-less players but in the long it nearly destroyed the industry.

It is important that we expand on the evils of nurturing a breed of gamers that have been weaned of challenge and come to prefer more passive ?experiences? because it is one of the major reasons the masses have been unable to accept the Japanese arcade model of game design. Because they have been babied by game design that doesn?t have repercussions for failure they can?t rise to the challenge of a suitably complex game. Rather than go back and master the nuances of simpler games from earlier in whatever genre they are playing and then building their skills from their they instead demand that videogames always cater to their skill level and as such the complexity of videogames shrink rather than grow. Leading to games that never further themselves in possibility and challenge. It is important that we understand the purpose of videogames and that they cannot be enjoyed in the same way as books or plays, they exist for a dynamic and interesting challenge and as such once a difficult challenge has been completed a simpler but similar challenge is rendered worthless.

Japan luckily never succumbed to this disgraceful trend of designing games with continues in minde. The country remains today the sole source of respectable arcade games and even produced in the last few years some of the most undeniable classics of this gaming generation Espgaluda II, BlazBlue, Arcana Heart, Senko no Ronde among dozens of others. The reason for the success of the Japanese arcade relative to the American versions is that the Japanese understood the golden rule: 1CC. 1CC isn?t just a way to get the most out of a game it is also pragmatic for spending money. As you develop skills in the game you can play longer per each coin and hence get more value for your money. With this simple thought in mind the Japanese played for slow but steady progress rather than just rushing through the game, getting a little farther each time until mastery. With a play style based on honing skills the Japanese were free to demand an increase in complexity, difficulty and possibility space in each new arcade release and in this environment only the best arcade games could succeed. As a result of their conditioning the Japanese can embarrass even the most skilled Americans and other nationalities in fighting game tournaments like SBO or easily dwarf the highest scores of American players in nearly any arcade game released since the nineties. If every nation had understood what Japan did then we wouldn?t be held back by retrograde nonsense and shallow, easy mini-games even outside of arcade gaming but unfortunately the past can?t change.

There is nothing much to be done about this decadence in game design. But there are still a few things we can do to make things better. There are still arcade games coming out and you can still enjoy them the intended way. Be wary, though arcade games can be rare they are still coming to America, support these games if you care about them and gives others the knowledge of 1CC so they too can be equipped to enjoy them. Hopefully we will at some point regain some of what has been lost.

A summation for those who don?t read the whole thing:
Arcade games are important because they nurtured challenge
Continue features neutered that challenge
Western gamers became unable to appreciate challenging arcade design
Japanese understood not to continue and created a game culture that demanded an increase in complexity
Without catering game design to challenge stagnation and decline are inevitable.

Special thanks to Alex Kierkegaard of Insomnia.ac who inspired me with his article http://insomnia.ac/commentary/arcade_culture/
 

JUMBO PALACE

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I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience. Also, this hyper skilled gamer culture you describe seems awfully exclusive. Not many people had the time or funds to continually visit an arcade to become a master at their favorite game. If this had continued, the market for arcades would have been even smaller, and western arcades would have declined ever more quickly.

Your essay wreaks of elitism, and that's fine I guess, but don't turn your nose up on console games just because they overtook what you like. Plenty of console games offer a great deal of challenge, and have allowed for the evolution of storytelling in games. You try playing Mass Effect or Assassin's Creed in an arcade and tell me how it goes when you try to follow the story with a line of angry patrons forming behind you.

Console games have allowed many more people access to gaming, and this is a good thing. It has allowed the industry to grow into what it is today and is the reason we get experiences like Shadow of the Collosus, Mass Effect, and Dragon Age: Origins.
 

Jamboxdotcom

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continues are better business. arcades are a business. better gamers, who can complete a game in one credit mean lost revenue for arcade owners.
 

s0m3th1ng

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The only time you'll see me in an arcade is when I'm really drunk at the bowling alley, or playing a racing sim. Went to arcades a lot when I was a kid though.
When did that change?
 

Outright Villainy

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JUMBO PALACE said:
I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience. Also, this hyper skilled gamer culture you describe seems awfully exclusive. Not many people had the time or funds to continually visit an arcade to become a master at their favorite game. If this had continued, the market for arcades would have been even smaller, and western arcades would have declined ever more quickly.

Your essay wreaks of elitism, and that's fine I guess, but don't turn your nose up on console games just because they overtook what you like. Plenty of console games offer a great deal of challenge, and have allowed for the evolution of storytelling in games. You try playing Mass Effect or Assassin's Creed in an arcade and tell me how it goes when you try to follow the story with a line of angry patrons forming behind you.

Console games have allowed many more people access to gaming, and this is a good thing. It has allowed the industry to grow into what it is today and is the reason we get experiences like Shadow of the Collosus, Mass Effect, and Dragon Age: Origins.
I'd agree with this more than anything.

Games have come a long way since their roots, when challenge was one of the only ways a game could be satisfying. I think it's definitely for the better now, with a good diversity of games.

Sure, I still enjoy the odd challenge based game, like VVVVVV, but by and large I much prefer full narrative experiences like the 3D zelda games, which could never be replicated in the arcades.

As for the japanese being able to best Americans in every arcade game: So what?
That doesn't impress me in the slightest.

To give an analogy: There's a reason everyone doesn't listen to shred guitar, even though it's one of the fastest and most technical forms of music. It's fucking boring.
 

Halo Fanboy

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JUMBO PALACE said:
I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience. Also, this hyper skilled gamer culture you describe seems awfully exclusive. Not many people had the time or funds to continually visit an arcade to become a master at their favorite game. If this had continued, the market for arcades would have been even smaller, and western arcades would have declined ever more quickly.

Your essay wreaks of elitism, and that's fine I guess, but don't turn your nose up on console games just because they overtook what you like. Plenty of console games offer a great deal of challenge, and have allowed for the evolution of storytelling in games. You try playing Mass Effect or Assassin's Creed in an arcade and tell me how it goes when you try to follow the story with a line of angry patrons forming behind you.

Console games have allowed many more people access to gaming, and this is a good thing. It has allowed the industry to grow into what it is today and is the reason we get experiences like Shadow of the Collosus, Mass Effect, and Dragon Age: Origins.
I don't hate PC and console games (I love Halo, left 4 Dead, Resident Evil 5 and other online games that are impossible in arcades.) I just don't think a lot of them are fuffilling their whole potential. And complexity is certainly born out of difficulty. See Daniel Floyd's hypothetical example in "Easy Games," the soldier is forced to use strategy because a head on attack doesn't work.
Jamboxdotcom said:
continues are better business. arcades are a business. better gamers, who can complete a game in one credit mean lost revenue for arcade owners.
The games are made toughter to compensate.
 

tris4992

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wow ... just wow, this is one of the best article's I've read in a long time. Considering I frequent "this site" thats a big deal. I truly admire you.

EDIT: just realized what your nickname is :p oh the irony
 

Halo Fanboy

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Outright Villainy said:
As for the japanese being able to best Americans in every arcade game: So what?
That doesn't impress me in the slightest.
Evidence of the culture surrounding gaming in Japan. It's important because it shows how they are able to foster a competetive community comparable only starcraft play in Korea.
 

Treblaine

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JUMBO PALACE said:
I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience.
Difficult =/= challenge

But it's hard to design a game with challenge if it is easy.

Basically, it's elementary to make a game Difficult, it is masterful to make a game Challenging!
 

Delock

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JUMBO PALACE said:
I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience. Also, this hyper skilled gamer culture you describe seems awfully exclusive. Not many people had the time or funds to continually visit an arcade to become a master at their favorite game. If this had continued, the market for arcades would have been even smaller, and western arcades would have declined ever more quickly.

Your essay wreaks of elitism, and that's fine I guess, but don't turn your nose up on console games just because they overtook what you like. Plenty of console games offer a great deal of challenge, and have allowed for the evolution of storytelling in games. You try playing Mass Effect or Assassin's Creed in an arcade and tell me how it goes when you try to follow the story with a line of angry patrons forming behind you.

Console games have allowed many more people access to gaming, and this is a good thing. It has allowed the industry to grow into what it is today and is the reason we get experiences like Shadow of the Collosus, Mass Effect, and Dragon Age: Origins.
I'd like to say "This" but I feel a bit more needs to be expanded upon here.

First off, arcade games were designed for one major purpose: to make money. As such their difficulty is more akin to a slot machine than to proper game difficulty. It needed to provide a sense of accomplishment, while at the same time keeping revenue flowing, meaning you would have cheap deaths every so often, but the player could beat the game if they practiced enough. Normally though, to get this good you would have already paid your dues. Difficulty wasn't designed to be anything more than how you make money.

Second, there's a difference between challenge and difficulty. Challenge is how much your skills are tested, and difficulty is just how hard it is to learn and use techniques. Neither have gone away, as bosses still provide ample challenge in a plethora of games, and hard modes exist all over the place. Here's the thing too, challenge isn't what makes most games great, it's the satisfaction from doing so. In the end too, challenge is something that is exceptionally easy to mess up.

For example, look at Demon's Souls. I DON'T like the challenge at all, rather, I love that I was able to utilize the skills in game to overcome a monster despite the difficulty. If the mechanics were just a bit off though, the monster would be cheap, making what was a death I could have avoided into a needlessly complex problem. I wouldn't learn anything as I already knew how to use my skills, they just weren't doing any good. As it stands, the game is difficult, but in a way fair.

On the otherhand, you've got the other recent hard release: Vanquish, where all of my deaths were because of difficulty. Too much is dumped on at once, enemies have cheap attacks, and some of the mechanics are just wrong (I don't hate vanquish, but understand this). It also provides a great example here of just how ultrainclusive arcade culture is. My first death was the result of being dumped into action much larger than what I was expecting and not being used to the controls for the situation they handed me. If I was asked to pay to go again, I wouldn't if only because I felt the situation wasn't my fault. This is an example of improper challenge (asking to perform all of your skills perfectly upfront is wrong), bad difficulty (stemming from both the enemies and the challenge), and flaws with the idea of being hard for the sake of it.

Then you also have the entry to the culture, the hardest part. To become a console gamer, you need only buy a console. Yes this can be daunting, but it's not too hard. To play arcade games, you need to enter an arcade (before you dismiss this, I want you to remember how strange it is to enter a store/club/bar/gym/etc. for the first time, especially when you have no idea what's inside), find a game you want, and then put tangible money in it (admit it, coins you feel more due to the weight and shape) only to then be told to learn how to play. You also have lines, glitches, crammed space, etc. to deal with as well. This is daunting to do.

And if you reject people just because you don't feel they have it in them to appreciate it as much as you, YOU ARE NOT A FAN. Sorry to say this, but elitism and fandom don't go together. If you like something, you don't try to horde the experience to yourself, especially when sharing can help it out.

Lastly, as the person I've quoted state, story really started up with consoles. Arcades were limited in what they could do, as given that they operated off the whole Skinner's Box principle, they needed to keep interest. They couldn't have long stories or they'd risk losing someone who didn't have the time, or someone not willing to work all 20 hours previous up to that point again.

Now, I'm going to go after your OP personally.

You come off as elitist throughout the entire thing, especially when you use phrases such as "unable to appreciate" and "stagnation and decline are inevitable" to sum up your points ("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development). You don't consider any of the pros of consoles, or cons of arcade games, and seem to be stuck on the fact that difficulty makes a game, as well as that games HAVE to be played in an arcade. Hell, you don't seem to think that it's bad that people are getting into gaming these days. And disregarding a huge library of games just because they overtook arcades? That's absurd.

You know what? I grew up playing Megaman as a kid, which the goal was to damage the boss more than you had before rather than win and arcade games myself, and I can tell you games have gotten better, becoming more than just singlemindedly focusing on being good at 1 activity. Now, I've got some surprisingly good stories, excellent atmosphere, fun gameplay, and the same satisfaction I got from beating one arcade game in a multitude of games that I can play anytime I want, take up less space, and that I own. Sometimes, change is going forward for the better.

Halo Fanboy said:
Outright Villainy said:
As for the japanese being able to best Americans in every arcade game: So what?
That doesn't impress me in the slightest.
Evidence of the culture surrounding gaming in Japan. It's important because it shows how they are able to foster a competetive community comparable only starcraft play in Korea.
You know it also shows off a social problem of limited resources and a need to stand out in an overcrowded society where failure isn't an option. This all places heavy stress on a large portion of the society that elsewhere would be successful that leads to them having the highest suicide rate and a problem hikikomori (people who remove themselves completely from society).
 

Doive

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Continues didn't ruin anything. The western arcacde experience has simply gone through a natural progression of rising to popularity and then declining as better alternatives have become widely available. Consider how easy it is to obtain a games console compared to the early 90s, people don't need an arcade to play computer games any more.
You're talking about the gaming industry stagnating but maybe it's you who needs to move on.
 

veloper

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Interesting analysis. Thing is though, we have generations of kids who never played in the arcades, yet the decline in console and computer games, while going on for over a decade, has been worse during the last few years.

The main reason I see for this is a huge expansion of the audience and the publishers pushing for the most accessible (usually very easy) games.

The Japanese approach does encourage a more skilled gamer, but question is what game studios and gamers in console land can learn from this.
 

ForrestDeath

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I love my local arcade. I love the crazy lady that owns it. I love the cabinets that house flying and driving monstrousities. I love fighting games and putting rows of quarters across the overhang awaiting my turn to own the Champ. I LOVE a solid pinball game in prime condition, one of the last 1cc left in america and one of the few things keeping arcades running locally.

The problem is that there is no game an American public has cared about in the arcade in close to a decade that wasn't a Golden Tee or a hunter sim, and the hunters are gettin it on the home systems soon. Both of these experiences could be 1cc, but aren't hurt by them not being.

Not really sure who the audience in japan is that games or what kind of facilities they have, but I can tell you that at least in the my town we only have one arcade that is more a throwback place with very limited chances for a revitalization of the industry even if the games got better.
 

Heart of Darkness

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Really? I thought arcades more or less died out once home gaming became popular in the 1970s.

Actually, to be honest, I only got a third of the way through your article, and without a proper thesis I couldn't finish. Hell, if you wanted to complain about the decline of arcade gaming at the hands of home consoles, THEN I might have read it all, but right now it just feels and reads like a piece of elitist tripe (if your thesis is all about continues, then please keep it to that subject; don't go trashing console games on your warpath).

And honestly, I probably wouldn't be a gamer if we never moved out of the whole arcade phase. Why? Because most arcade games are really shallow, and there really isn't much of an incentive to come back other than "I'MMA GONNA TOP THE SCOREBORED!!" Sure, games like Pac-Man and Galaga are fun, but I can't imagine playing them for hours on end. Sure, you can argue that they offer a lot of challenge at the end, but there's only so much "challenge" I can take once everything in the game hits 4x normal speed except for your character.

And really, making such broad statements that adding continues to games nearly killed the industry actually really speaks about how thick your rose-colored glasses really are. In fact, I could make the argument right now that if arcade games never evolved as a viable business model that it would've caused more damage in the long run by telling investors that video games were not worth sinking money into and practically killing the industry before it began.
 

Halo Fanboy

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Delock said:
[("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development).
Could you elaborate on this part?

You seem to be under the impression that arcade games are filled with cheap deaths but in reality these were the bad games. The games people put tons of quarters into, the GOOD games, didn't have egregious unfairness. And I don't think games should only be in the arcade but just that the arcade format (low entry price, skill based design) is what bred higher standards for games. Because the standards are so high and the ability to try out any game is cheap any games not up to par for being to shallow, easy cheap or anything else will fail more often then console games. The games you are complaining about are more common on console then in arcades.
 

Halo Fanboy

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Heart of Darkness said:
Really? I thought arcades more or less died out once home gaming became popular in the 1970s.

Actually, to be honest, I only got a third of the way through your article, and without a proper thesis I couldn't finish.
Halo Fanboy said:
Unfortunately game players and even developers in the west saw continuing as an inevitable aspect of arcade game design. It is this fundamental misunderstanding that continuing was a natural and even integral element of arcade gaming that lead to the downfall of arcade culture in the west.
And if you think that arcade games died in the 70s then you have a long way to go before you have the knowledge to talk about gaming history.
 

Heart of Darkness

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Halo Fanboy said:
Heart of Darkness said:
Really? I thought arcades more or less died out once home gaming became popular in the 1970s.

Actually, to be honest, I only got a third of the way through your article, and without a proper thesis I couldn't finish.
Halo Fanboy said:
Unfortunately game players and even developers in the west saw continuing as an inevitable aspect of arcade game design. It is this fundamental misunderstanding that continuing was a natural and even integral element of arcade gaming that lead to the downfall of arcade culture in the west.
And if you think that arcade games died in the 70s then you have a long way to go before you have the knowledge to talk about gaming history.
Perhaps "died out" was the wrong phrase. Perhaps "began to lose steam" would have been a better phrase to use there.
 

Pecoros7

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Arcade games are expensive. In order to be profitable, they need to provide an experience that accomplishes two things; they must be accessible to a large audience (read "casual gamers") and they must give players a reason to drop more quarters in the slot. Let me use Gauntlet as an example.

The original Gauntlet was one of my favorite 8-bit games. The first arcade release had a difficulty set to keep an average player dropping quarters at a reasonable pace. Skilled gamers, however, could play the game for hours at a time on a single quarter. A very skilled player could (and often did) play from open to close on that single quarter. Neither the developer nor the arcade owner made any money from it and the arcade owners didn't want to waste money and space on a game that didn't make money. The casual gamers who would have gladly feed their quarters to the machine often didn't get the chance to do so.

The difficulty was modified several times to scale difficulty to skill. The higher you scored on a single coin, the harder the game became. Ultimately, a more skilled player could play longer than an average player, but would ultimately be forced to pay another quarter or move along.

The continue system broadened games' approachability and appeal while making video games more financially viable as a whole. While it may have dampened the sense of challenge and accomplishment for some games, it didn't drive difficult games out of the market. There are many games that I still haven't beaten or that I beat only after long hours of practice. While beating those games is a thrilling experience, I still want games that I can sit down and play to enjoy the experience of the game without being asked to master complex controls and techniques that ultimately test my patience more than my skill.

The gaming industry has moved to an era of mass market appeal and that is a very good thing. There is something for everyone out there; even my fifty year old parents have video games they enjoy playing on a regular basis. Dad loves Sid Meyer games and Mom still logs hours on old NES classics. If you love complex games with a lot of technical execution challenge, they're still out there. You may have to look harder for the right game for you in the expanding gaming sea, but that is a small price to pay to see our beloved pastime reaching more people than ever before.
 

Delock

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Halo Fanboy said:
Delock said:
[("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development).
Could you elaborate on this part?

You seem to be under the impression that arcade games are filled with cheap death but in reality these were the bad games. The games people put tons of quarters into, the GOOD games didn't egregious chunfairness. And I don't think games should only be in the arcade but just that the arcade format (low entry price, skill based design) is what bred higher standards for games. Because the standards are so high and the ability to try out any game is cheap players any games not up to par for being to shallow, easy cheap or anything else will fail more often then console games. The games you are complaining about are more common on console then in arcades.
My point being that you are under the impression that new games happen to be designed to be easy, and that design has gotten worse over time. First, advances in game mechanics, such as more input allowance (ie, more buttons), health systems (technology can now measure a bar and assign how much damage you recieve rather than depending on number of hits), checkpoints, save systems (which greatly extended how long a game could go on for), better controls, etc. have all allowed for much better games that at the same time are more forgiving than their ancestors. Assuming them to be easier just because of money and saying that all of this advancement is "decadence" is what I'm referring to.

And no, they weren't the exceptions. Arcades had just as much shovelware crap as the rest of the industry, they just got rotated out for money makers.

And while I will agree the low entry price is a good idea, skill based design is fucking horrible. After all, it goes by a new name now. What's that? QTEs . These didn't breed a higher standard (or else ET, which was born back when consoles still thought they were arcade games, would never have been made), as sticking a peripheral on a game guarantees it will get played (explain why that pod racer game even existed if arcades make them fail).

As I've seen, the idea that bad games will get weeded out is actually more true for consoles today that arcades before, as with today's technology you'll often learn about the failures way before you even consider investing, word of mouth is still just as strong, and the price itself set things so that crapware actually has even less of a chance due to people deciding to be informed (this too has seen a turnaround of trend these days, AAA games are selling a lot more. Sure we've been told again and again that this is uncommon, but as it becomes more apparent that a game needs something to make it stand out in the market and the rising number of huge sales numbers on AAA games, it's not hard to see what the future's bringing).

Games have actually become better by transferring out to the consoles, as developers were no longer trying to make profit per playthroughs, but rather trying to get the player to continue buying the series. This means constant improvements must be made and a game must be "great" rather than just "good" (something arcades don't worry about as much, as if a game is good due to being fun, it will continue to make money).

What they haven't done is abandon skill for this though. Plenty of games still do reward this (Brotherhood just came out), though the difference is it's less about perfectly timing a jump or reacting in time to shoot an enemy that just appeared in front of your face and more of analyzing a situation quickly and deciding how to proceed. If it does come down to reaction in a fight, it's more often recognition of patterns and motion cues (legitimate skills that one has to work to acquire).

What I'm criticizing here is that you're accusing years upon years of games being trash and all new ones to be worthless without even understanding that most of them have what you claim to be looking for, as well as keeping this notion that the past is completely sacred and we should keep to it despite improvements (just because people used to send a single man on horseback to deliver a message doesn't mean we should ignore email because it's "easier").

Yes, there is a need to fill the niche of tougher titles and such, but you know what? I played JRPGs as a kid, meaning I've got to put up with the fact that no matter what, I'm expecting 60 hours of playtime from a game (and these days, that's something that's worse than just "I want tougher games" since paying $20 more for a game that gives me 50 hours less enjoyment is something I can actually measure). Or what about the derth of horror games? Getting up and demanding an entire medium fit a niche and criticizing other niches isn't the way to go about this. That makes you a Metal fan.