@ianh83: You're being really selective about what you want to substantiate your argument with.
Why does it have to be a system to cheat players any more than the $60 model or the F2P model?
Because once someone has paid $60, they own the game, and they can play it as much as they like. There's no reason a developer would need to make a game unnecessarily hard or tedious to squeeze more money out of the player. Noo potential for exploitation beyond the initial purchase means there's no opportunity to design an entire game around that exploitation.
I'm not arguing that your model is worse than the F2P model. I think they're both just as shitty as each other.
You don't jump back in to arcade games in an entirely different "didn't see enough of the content yet" reason. You jump back in because you died and you now better understand the mechanics that killed you and so you jump back in to get a little bit further, just the same as Spelunky.
No, it's not really the same, because Arcade games generally didn't kill you dead when you lose all your lives. They gave you an opportunity to "Continue" by putting another quarter in.
Also, most of those games weren't different every time you played them. The levels were the same, and the enemy placement was the same. The whole design philosophy of Spelunky is that it wants you to develop skill and knowledge of the systems, rather than just rote memorisation. Like I said before: The game wants you to try stuff and fail so you can learn, and putting a new game behind a pay-wall actively incentivises surviving above everything else. Or I suppose you could go with a more traditional model and put in 5c if you just wanna keep playing, but that also kind of destroys everything that Spelunky is about.
I don't buy the idea that Arcade games specifically targeted a small enthusiast audience. They wouldn't limit themselves so much. You don't make money by limiting the appeal of your game. It just seems like they were targeted at an enthusiast audience because they are now only loved/still played by an enthusiast audience.
This is objectively incorrect. Yeah, they didn't limit their audience on purpose, but their audience was limited to the types of people who would go out to and spend money at an arcade. There weren't a lot of non-enthusiasts who did a lot of that.
The limitations of designing a game to run in a browser on a low powered computer created farmville.
Flash-based browser games that were actual games had been on the internet for years before Farmville was ever a thing. They were mostly targeted at an enthusiast audience as well. Farmville exists because there is a market to exploit, not because somebody thought"this would make a great game."
I don't think you need to divide people up into mainstream consumers with bad taste and "gamers". It's a problem of accessibility and not knowing better products exist. If people think that their options for entertainment are these terribly paced F2P games then they will play them, show them something better and they will play that instead.
How is that not a relevant distinction? How many gamers out there do you think actually spend money on shitty F2P games? How many Farmville players do you think would get way into Spelunky if you showed it to them?
It's not just a matter of "they just don't know any better." Shitty F2P games and actual games are two different types of products that exist for two different types of audiences that exist largely independently of one another.
Show a "gamer" Spelunky for 3 - 5 cents per life and do you really think they would turn it down?
If they had to spend 5c every time they wanted to play? Are you kidding?
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