Arcade Game Design Feat. Insight From Real Arcade Developers

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  • Опубликовано: 16 июн 2022
  • arcadeheroes.com - In the video "How do arcade operators decide what to buy?" (link below), I mentioned that I would do a video about arcade game design - that would be this video here!
    What makes arcade games truly stand apart from their console & mobile counterparts? What makes an arcade game truly worthwhile and what can make it earn? How come attempts to bring console games straight to the arcade (without changes) usually fails? Do graphics really matter? Let's find out.
    CHAPTERS
    Meet the developers - 2:25
    The Platforms (Console, PC, Mobile) - 5:26
    Arcades as a platform - 9:28
    The Advantage of a cabinet- 10:41
    Conversion kits - 14:58
    I Like Big Screens And I Cannot Lie - 15:28
    When Arcades Do What Consoles Don't - 16:42
    Eugene Jarvis talks arcade design - 17:58
    The Arcade Experience vs. The Console Experience - 21:32
    Arcades - The True Social Network - 23:48
    Arcade Communities - 27:23
    Showing off - 28:15
    The Value of Multiplayer games - 29:32
    Arcade Game Design Philosophy - 30:32
    Graphics Do Matter In An Arcade - 42:00
    Ports - 46:51
    As I am not an arcade game designer, I asked several within the industry for insight on how they design games. They are:
    Patrick Michael - Head of R&D at Sega Amusements International
    Shinichi Ogasawara (Oga Shi) - Sega AM3. He worked on games including Lost World: Jurassic Park, Gunblade NY, Rail Chase 2, The Maze of Kings, Let's Go Jungle & Island, and many more with his most recent production being Mission: Impossible Arcade.
    Eric Chung - CEO, exA-Arcadia. He's directly involved in the development of every game being released on his platform.
    Liam Cary - LAI Games - Outnumbered, Virtual Rabbids: The Big Ride, Let's Bounce, Pinata, Color Match & more
    Eugene Jarvis - CEO, Raw Thrills, formerly Williams, Midway & Atari. I did ask for his feedback but since he didn't respond, I'm just using a clip of video from an interview I did with him here: • Talking Arcades With E...
    I also did a very insightful interview with him about the development of the Cruis'n series, which includes plenty of talk on the challenges of game development in the 1990s: • Eugene Jarvis Talks Cr...
    GAMES SHOWN IN THE VIDEO - Games with an * are coin-op arcade games
    Moon Jump
    Earth Defense Force 5
    Rebel Galaxy
    Deep Rock Galactic
    Chaos Code EXA*
    Luigi's Mansion Arcade*
    Bust-A-Move Frenzy*
    Mario & Sonic At The 2020 Olympic Games*
    Zombie Jam*
    Halo: Fireteam Raven SDX*
    King Kong of Skull Island*
    Sniper Elite*
    Elden Ring
    Cruis'n Blast*
    Transformers: Shadows Rising*
    Fight of Gods AC*
    Daytona Championship USA*
    Maximum Tune 5*
    Outnumbered*
    Minecraft Dungeons Arcade*
    House of the Dead Scarlet Dawn*
    Gimmick! Exact Mix*
    Cruis'n Blast Switch
    Kingdom Come: Deliverance
    The Walking Dead*
    LINKS:
    How do arcade operators decide what to buy? - • How Do Arcade Operator...
    Interact with the Arcade Heroes community on Guilded: www.guilded.gg/i/E0L6LGME
    Or interact on Discord: / discord
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Комментарии • 13

  • @arcadeheroes_coinop
    @arcadeheroes_coinop  2 года назад +2

    Timecodes:
    Meet the developers - 2:25
    The Platforms (Console, PC, Mobile) - 5:26
    Arcades as a platform - 9:28
    The Advantage of a cabinet- 10:41
    Conversion kits - 14:58
    I Like Big Screens And I Cannot Lie - 15:28
    When Arcades Do What Consoles Don't - 16:42
    Eugene Jarvis talks arcade design - 17:58
    The Arcade Experience vs. The Console Experience - 21:32
    Arcades - The True Social Network - 23:48
    Arcade Communities - 27:23
    Showing off - 28:15
    The Value of Multiplayer games - 29:32
    Arcade Game Design Philosophy - 30:32
    Graphics Do Matter In An Arcade - 42:00
    Ports - 46:51

  • @IndieArcadeWave
    @IndieArcadeWave 2 года назад +12

    Another great in depth video! Thank you Adam for keeping the news coming out for the arcade scene.

  • @docsavage4921
    @docsavage4921 8 месяцев назад +2

    Two things I look for in retro style arcade games or emulations;
    1. Persistent high score between sessions on the play screen. The way Pac-Man Museum wipes the high scores in Super-Pac drives me up a wall, bettering your own high score is half the fun.
    2. That neon-glow look. Namco collections and Midway Arcade Treasures simply don't even try and replicate that warm "Tron" look we experienced in arcade rooms. That's one reason I love Geometry Wars 2 Retro Evolved so much, is they nailed the cool neon glow by insane bloom oversaturation, and it is glorious.

  • @michaelkaminski84
    @michaelkaminski84 8 месяцев назад

    This was excellent and very well thought out, it is great to hear from actual operators and the business and design philosophy behind arcades, which you very rarely see on RUclips, or at least they tend to get buried in the landslide of arcade-related content. I never really gave too much thought to the fact that most of the people who design arcade games these days would have been too young to really "grow up" in the arcade scene of the 80s and 90s like I did.

  • @jonathanmarois9009
    @jonathanmarois9009 8 месяцев назад

    Loved, loved, loved SF Rush 2049.
    I didn't work at an arcade but I still competed for the high score with the employees there.
    Somehow... almost any high score I beat was itself beaten seemingly overnight lol.
    It was a great game until people discovered the respawn glitch to wreck legit high scores. Unless you knew and were willing to do those tricks, those times could not be beat... but there was no fun in that.

  • @JohnshiBRPG
    @JohnshiBRPG 2 года назад +1

    I am fortunate for your contribution to spreading arcade video game design philosophy far and wide thanks to your networking. You and Indie Arcade Wave would be great introductions to beginning developers that want to make games for coin op space.
    Likely to make reference to your video since I want to try conveying coin op game design to beginning developers through slideshow presentations.

    • @JohnshiBRPG
      @JohnshiBRPG 2 года назад

      Also have to give good props for Exa Arcadia to really stepping into their viewpoints of arcade video game design being suited for arcade coin op because games on the consumer side tend to favor longer games with drag than short and intense games.
      Steel Assault felt quite like a great challenging game and respect's the player's time, but not being "long enough" makes it a poor fit for home consumer game stores like Steam and others.
      I somewhat remember you watching a few Electric Underground videos because I shared them and they share a sentiment like yours from an arcade-style player perspective.

  • @JoeDoe1
    @JoeDoe1 7 месяцев назад

    Thank you.

  • @brandonhiggs88
    @brandonhiggs88 2 года назад +1

    I'd like the same vide but one pinball, there's some really cool new ones out there I really love the Godzilla one

    • @arcadeheroes_coinop
      @arcadeheroes_coinop  2 года назад

      I didn't cover pinball since it's a bit of a different beast but it could be insightful to find out from some pinball devs how they go about their craft.

    • @brandonhiggs88
      @brandonhiggs88 2 года назад

      @@arcadeheroes_coinop yes would be really cool to find out how they come up with modes for theme of the game and shot layouts and and just their insight on the industry as a whole

  • @JohnshiBRPG
    @JohnshiBRPG 2 года назад +1

    Also, can you put in the chapter marks to make it easier for viewers to select parts for easier referencing?

    • @arcadeheroes_coinop
      @arcadeheroes_coinop  2 года назад

      Yes - was planning on adding those, I just got sidetracked. Coming soon