This cynical interpretation of the health loss being a money making decision and not a game design one is just plain wrong. The only way you could come to that conclusion is ignoring the context in which you are meant to use the move, which is when you've failed to properly crowd control and are now surrounded. Not having a really good invincible move that costs a little bit of health would actually be the more efficient money making option, since that would increase the punishment for making mistakes.
Not only that, but you can activate it from 2 states : neutral *and hitstun*. You can't cancel your jab, or your final hit, or anything else. Meaning Capcom went out of their way to give the player the ability to cancel hitstun into this attack - why in the world would they do this is they just wanted money? Why would it not take health if the hit doesn't register? It's just pure nonsense. People will put more effort into compartmentalizing game design & monetization in GACHA GAMES than they will in arcade games.
@@cruelcumber5317 As i said in my comment, I think what some people miss about a lot of good arcade design is that it's actually supposed to be empowering in many ways (invincible moves, large hitboxes, fast framedata, etc) because this also incentivizes playing again. After all, you wouldn't play an arcade beat 'em up that had you woefully weak when facing a crowd of enemies, no? That power fantasy is part of the draw to spend your money on the game in the first place.
Maybe I've just been psy-oped by MSX Mark/electric underground, but there is something kind of beautiful about arcade design that, yes, could be seen as cynical or money grubbing, but at its best, towed that line between a power fantasy that still provided some brutal challenges while also being fair enough to beat by a skilled enough player on a single coin. It's how bullet hells, for example, have these flashy weapons that destroy nearly everything you see in one hit as you pilot a ship with a hit box only a few pixels in size YET are still some of the toughest games to master.
i feel the same way. I also started watching electric underground a while ago, and Ive come to appreciate the (relatively) unforgiving but rewarding nature of arcade-style games and repeat playing for score / perfection. im not ready to 1cc metal slug or anything but Ive made my way through a shmup or two and games like god hand / ninja gaiden have been a bit of a revelation.
My favorite version of this is the Neo Geo beatemup Sengoku 3. It costs about 10% of your life, is tiny and does very little damage, but it's a burst! If you know you're going to get combo'd for 50% by a boss, just ninja-log on the first hit!
the podcast and podcast clips may end up being the right move financially, but it's been quite illuminating for me. I keep getting the impression that when Gerald is put into a conversation about video games with no opportunity to research, he is not particularly knowledgeable, clever, or opinionated. it's a huge disappointment.
@@KTP200 Even still, when he does get the time to research and write, he's damn good at making you believe he knows a ton. The way I see it, some people are good at talking extemporaneously and some need more time to think, but some people aren't good at talking at all. So I'm thankful he's good at some aspects at least 😁
This cynical interpretation of the health loss being a money making decision and not a game design one is just plain wrong. The only way you could come to that conclusion is ignoring the context in which you are meant to use the move, which is when you've failed to properly crowd control and are now surrounded. Not having a really good invincible move that costs a little bit of health would actually be the more efficient money making option, since that would increase the punishment for making mistakes.
Not only that, but you can activate it from 2 states : neutral *and hitstun*. You can't cancel your jab, or your final hit, or anything else. Meaning Capcom went out of their way to give the player the ability to cancel hitstun into this attack - why in the world would they do this is they just wanted money? Why would it not take health if the hit doesn't register? It's just pure nonsense.
People will put more effort into compartmentalizing game design & monetization in GACHA GAMES than they will in arcade games.
@@cruelcumber5317 As i said in my comment, I think what some people miss about a lot of good arcade design is that it's actually supposed to be empowering in many ways (invincible moves, large hitboxes, fast framedata, etc) because this also incentivizes playing again. After all, you wouldn't play an arcade beat 'em up that had you woefully weak when facing a crowd of enemies, no? That power fantasy is part of the draw to spend your money on the game in the first place.
Maybe I've just been psy-oped by MSX Mark/electric underground, but there is something kind of beautiful about arcade design that, yes, could be seen as cynical or money grubbing, but at its best, towed that line between a power fantasy that still provided some brutal challenges while also being fair enough to beat by a skilled enough player on a single coin. It's how bullet hells, for example, have these flashy weapons that destroy nearly everything you see in one hit as you pilot a ship with a hit box only a few pixels in size YET are still some of the toughest games to master.
i feel the same way. I also started watching electric underground a while ago, and Ive come to appreciate the (relatively) unforgiving but rewarding nature of arcade-style games and repeat playing for score / perfection. im not ready to 1cc metal slug or anything but Ive made my way through a shmup or two and games like god hand / ninja gaiden have been a bit of a revelation.
My favorite version of this is the Neo Geo beatemup Sengoku 3. It costs about 10% of your life, is tiny and does very little damage, but it's a burst! If you know you're going to get combo'd for 50% by a boss, just ninja-log on the first hit!
Since it's clearly defensive, newbies won't just spam it and go "where's my health?" (or pay-to-win if it's on Freeplay)
the podcast and podcast clips may end up being the right move financially, but it's been quite illuminating for me. I keep getting the impression that when Gerald is put into a conversation about video games with no opportunity to research, he is not particularly knowledgeable, clever, or opinionated. it's a huge disappointment.
@@KTP200 Even still, when he does get the time to research and write, he's damn good at making you believe he knows a ton. The way I see it, some people are good at talking extemporaneously and some need more time to think, but some people aren't good at talking at all. So I'm thankful he's good at some aspects at least 😁
@@scouthatesrainbows Yeah! he's an INCREDIBLY killed presenter!