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I was playing LttP on the VC, a game I have only rented on the GBA once seeing as I didn't get into Zelda untill MM, and a evil idea occured to me on the subject of Things You Shouldn't Sell Online.
Basically, say EA puts out a new game. It's very hard. NES hard. But there's a fucking huge acheivement at the end and the story is great.
Now say you have a limited amount of continues. If you don't finish the game in say, 5 lives, the file can't be used OR, and here's the evil part, you purchase a continue off live. Every time you lose 5 lives. Dunno if you could actually do that in Marketplace but I wouldn't put it past them.
Question really is would it be evil? Does it depend if they make the game extra difficult? Would it be acceptable if they put this shit on a 60 dollar game? Is it good in any case?
No, no, and no on so many levels. I love arcades but throwing away cash for lives is a bitch. If I bought the game I damn well better be able to play it fully through as much as I am pleased to. Even MMO's aren't that bad, most any mmo at least allows you to play as much as you want within your already paid time, if an mmo charged you to respawn after so many deaths it would flop assuredly so a single player game would tank even harder.
A cool idea would be to let people pay a credit like an arcade game over XBLA or PSN and be able to play that game once just like an arcade. I know many game id love to have the odd go on but not actually pay for a full download.
A cool idea would be to let people pay a credit like an arcade game over XBLA or PSN and be able to play that game once just like an arcade. I know many game id love to have the odd go on but not actually pay for a full download.
Agreed, but only if a play is less than a dollar - which is why nobody plays at arcades anymore, it's no longer a coin purchase most of the time.
Yeah, if you could buy some small dollar amount worth of 'credits' to be used as 'virtual quarters' and enter XBL 'Arcade'and play games as much as you wanted until you ran out of credits/quarters, that would be awesome.
A cool idea would be to let people pay a credit like an arcade game over XBLA or PSN and be able to play that game once just like an arcade. I know many game id love to have the odd go on but not actually pay for a full download.
Agreed, but only if a play is less than a dollar - which is why nobody plays at arcades anymore, it's no longer a coin purchase most of the time.
id prob say 100 points = 10 credits. Atleast then they wouldn't be as expensive as actually downloading the full game.
I also think it would be cool to purchase something like day passes to access xbox live Gold services. Its a real shame that wouldn't happen.
On the subject of pay per credit on a full price retail game, I just couldn't see it happening unless the game was free to begin with to actually justify the price.
Problem about having a quarter based system on Live Arcade games seems a bit obvious to me, they all come with a demo which not only is free, but Live gives you the option to automatically download all of them. They could charge for the demos and or allow you to keep going once you hit a certain point for a credit, but what would be the point of that? I've felt that how Live Arcade's demos just arrive and there's no reason not to play them when you're bored is a good thing. It really allows you to find hidden gems like, say, Catan. I probably wouldn't have bought Catan if I hadn't been able to play it, as describing how fun it is comes off as madness. Well that problem wouldn't be there with the latter one that'd let you pay for another play.
I suppose it would also depend if it worked like Divx, and if you ended up wanting to buy it outright, they'd take the cost of every credit you put in out of the price. That could be awesome.
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IceBurnerIt's cold and there are penguins.Registered Userregular
edited March 2008
Heh. This reminds me of a few discussions I've had with a friend on the subject of "the most evil game design ever". We came up with far, far more unassumingly insidious ideas which would darken the skies and wither people's souls like brittle old jerky.
A virtual online arcade would be pretty neat but I don't know how well it would actually do.
Problem about having a quarter based system on Live Arcade games seems a bit obvious to me, they all come with a demo which not only is free, but Live gives you the option to automatically download all of them. They could charge for the demos and or allow you to keep going once you hit a certain point for a credit, but what would be the point of that? I've felt that how Live Arcade's demos just arrive and there's no reason not to play them when you're bored is a good thing. It really allows you to find hidden gems like, say, Catan. I probably wouldn't have bought Catan if I hadn't been able to play it, as describing how fun it is comes off as madness. Well that problem wouldn't be there with the latter one that'd let you pay for another play.
I suppose it would also depend if it worked like Divx, and if you ended up wanting to buy it outright, they'd take the cost of every credit you put in out of the price. That could be awesome.
I think it would depend on the game entirely rather, for example the demo of something like street fighter or mortal kombat would have you limited to only 1 or 2 characters to choose from, and like a lot of people say they may not want to pay for the full game but have access to it at the price of a credit system.
On the other hand a game like geometry wars, where the demo has the full game but is timed would see little point in having a credit system, also the full retail price is cheap enough to also not need credits.
Virtual arcade with pay-per-credit is actually a cool idea. But I don't think I'd do it, and I'm probably in the 99th percentile as far as "target demographic" for that idea goes.
It's just not the same as going into a dimly-lit arcade and putting physical quarters into one of the physical cabinets. You don't get the experience.
Heh. This reminds me of a few discussions I've had with a friend on the subject of "the most evil game design ever". We came up with far, far more unassumingly insidious ideas which would darken the skies and wither people's souls like brittle old jerky.
A virtual online arcade would be pretty neat but I don't know how well it would actually do.
Well that seems kind of easy. Have it toy around with dangerous system code, overwrite the firmware of the system so it's unusable, or if PC then install spyware/viruses and be as destructive as possible. Maybe make the CD just right so it breaks and ruins the drive after spinning up to a certain speed.
I remember reading an interview with Hideo Kojima a long time ago where he mentioned a similar idea, where you had to buy a new copy of the game every time you died, but I think he was giving it as an example of the corporate nature of video games poisoning his mind. Well, he said it in a way that sounded less insane, but still.
Problem about having a quarter based system on Live Arcade games seems a bit obvious to me, they all come with a demo which not only is free, but Live gives you the option to automatically download all of them. They could charge for the demos and or allow you to keep going once you hit a certain point for a credit, but what would be the point of that? I've felt that how Live Arcade's demos just arrive and there's no reason not to play them when you're bored is a good thing. It really allows you to find hidden gems like, say, Catan. I probably wouldn't have bought Catan if I hadn't been able to play it, as describing how fun it is comes off as madness. Well that problem wouldn't be there with the latter one that'd let you pay for another play.
I suppose it would also depend if it worked like Divx, and if you ended up wanting to buy it outright, they'd take the cost of every credit you put in out of the price. That could be awesome.
Personally, if I were to implement such a system, I'd completely scrap the existing structure. No demos, only pay-to-play. If you want to buy it, it's the same price regardless of how many 'quarters' you've thrown at it.
Problem about having a quarter based system on Live Arcade games seems a bit obvious to me, they all come with a demo which not only is free, but Live gives you the option to automatically download all of them. They could charge for the demos and or allow you to keep going once you hit a certain point for a credit, but what would be the point of that? I've felt that how Live Arcade's demos just arrive and there's no reason not to play them when you're bored is a good thing. It really allows you to find hidden gems like, say, Catan. I probably wouldn't have bought Catan if I hadn't been able to play it, as describing how fun it is comes off as madness. Well that problem wouldn't be there with the latter one that'd let you pay for another play.
I suppose it would also depend if it worked like Divx, and if you ended up wanting to buy it outright, they'd take the cost of every credit you put in out of the price. That could be awesome.
Personally, if I were to implement such a system, I'd completely scrap the existing structure. No demos, only pay-to-play. If you want to buy it, it's the same price regardless of how many 'quarters' you've thrown at it.
Well I think that'd actually hurt the arcade if everything was a quarter. In the current system, say some small developer puts out something really good, but doesn't have as much advertizing going for it, naturally, and as a result few people are hyping playing it. Now when Live automatically downloads Arcade Demos (given you have those on), there's no reason not to try a little of everything and see if it's worth downloading.
However, even with a quarter price on trying it once, there's no way some people would try say boardgame for a quarter, so I think it'd be likely that smaller developers wouldn't get the same oppertunities they have now on live arcade.
I could see it being evil if you gained much faster than you lost. This would make it annoying, but not to the point you stop paying the monthly. Say if 2 hours of gain is equal to 22 hours of loss, that would atleast keep people going and perhaps even making sure to spend two hours every day. Maybe even 4 if they want to keep going up. Fuck, that'd probably help the game out. If everyone decided on a 4 to 2 hour period their Guild or whatever would be online that could be sweet.
Then again, I could also see two things to make it better. One, the longer you not play, the faster it degrades. This eliminates playing every other day or on the weekends as plausable options. Two, the longer you do play, the faster you earn experiance. It wouldn't go too fast, maybe double fast max for a 12 hour session. These would both encourage playing every day and make a week or two of not playing a drop from which there is no return.
One thing could also help, that if you say, went on vacation, you can pay a small fee to maintain your character for like a week or so.
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That said, stuff like this will never happen outside of arcades. So why worry about it?
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id prob say 100 points = 10 credits. Atleast then they wouldn't be as expensive as actually downloading the full game.
I also think it would be cool to purchase something like day passes to access xbox live Gold services. Its a real shame that wouldn't happen.
On the subject of pay per credit on a full price retail game, I just couldn't see it happening unless the game was free to begin with to actually justify the price.
I suppose it would also depend if it worked like Divx, and if you ended up wanting to buy it outright, they'd take the cost of every credit you put in out of the price. That could be awesome.
A virtual online arcade would be pretty neat but I don't know how well it would actually do.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
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I think it would depend on the game entirely rather, for example the demo of something like street fighter or mortal kombat would have you limited to only 1 or 2 characters to choose from, and like a lot of people say they may not want to pay for the full game but have access to it at the price of a credit system.
On the other hand a game like geometry wars, where the demo has the full game but is timed would see little point in having a credit system, also the full retail price is cheap enough to also not need credits.
It's just not the same as going into a dimly-lit arcade and putting physical quarters into one of the physical cabinets. You don't get the experience.
Personally, if I were to implement such a system, I'd completely scrap the existing structure. No demos, only pay-to-play. If you want to buy it, it's the same price regardless of how many 'quarters' you've thrown at it.
Characters gain stats and skills through use. But if you don't use those stats or skills they degrade over time.
Even when you're not playing.
And as your character gets older (the longer the character has existed) the faster this degradation occurs.
And it costs extra to create a new character on the same account, but a lot less then creating a new account entirely.
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Actually put to use correctly I think thats pretty cool.
However, even with a quarter price on trying it once, there's no way some people would try say boardgame for a quarter, so I think it'd be likely that smaller developers wouldn't get the same oppertunities they have now on live arcade.
Jesus, that's horrible XD Aren't MMOs addictive enough?
I could see it being evil if you gained much faster than you lost. This would make it annoying, but not to the point you stop paying the monthly. Say if 2 hours of gain is equal to 22 hours of loss, that would atleast keep people going and perhaps even making sure to spend two hours every day. Maybe even 4 if they want to keep going up. Fuck, that'd probably help the game out. If everyone decided on a 4 to 2 hour period their Guild or whatever would be online that could be sweet.
Then again, I could also see two things to make it better. One, the longer you not play, the faster it degrades. This eliminates playing every other day or on the weekends as plausable options. Two, the longer you do play, the faster you earn experiance. It wouldn't go too fast, maybe double fast max for a 12 hour session. These would both encourage playing every day and make a week or two of not playing a drop from which there is no return.
One thing could also help, that if you say, went on vacation, you can pay a small fee to maintain your character for like a week or so.
Also why would i want a game that forces me to play it everyday?
personally I have a problem with a game making me it's bitch