Obscura wrote:Despatche wrote:Futari also has things like Original Mode and Maniac Mode anyway; what needs to be done is to encourage the player that yes, they probably can play those crazy hard modes just as well as they can play Original right now.
Uh... no. Contrary to what a lot of people like to believe, talent is a thing that actually exists; people have innate skill-sets; "tabula rasa" is a total myth. There's been tons of research done on this, and it turns out that the whole "anyone can become an expert with 10,000 hours!" thing is complete crap; how much benefit people get from practicing a task is
always directly proportional to how good they are at it on their first attempt. Most people could spend a lifetime trying to play Futari Ultra/Pachi second loops/etc, and get exactly nowhere.
Yes, talent is important. No, talent is not nearly as important as people make it out to be.
Most of those people you describe would get exactly nowhere because they would refuse to pay attention to anything when they play. If "talent" means "the ability to learn something from your experiences", then not having it means you're straight up hopeless for a lot of things in life and you
probably shouldn't be wasting your time playing some video games.
Squire Grooktook wrote:Shmups have been "dying" for a decade now because they are skill based single player games, which a lot of people just don't get or enjoy. Neither shmups nor fighting games "died" or approached "dying" because they were catering to a particular audience too much. Fighting games briefly became more niche because arcades died and no online play existed to fill the void, so unless you were part of the slim minority of players who lived near to an active arcade or who was willing to drive around to meets, you had no options for play.
Developers calling for fighting games to become more approachable is mostly garbage. Fighting games are, and always have been, easy to pick up and play, and there will always be room for competitive games on the market. The fact of the matter is, you can be infinitely deep and very approachable at the same time, which is what most shmups and fighting games are. Shmups just don't have the same market as fighters.
That being said, I think shmups don't have to be as niche as they are. They've become less diverse, emphasizing danmaku a bit too much, have become difficult to purchase (often requiring importing), and have not put serious effort into figuring out how to telegraph the 1cc or scoreplay methedology ("just give em unlimited credits instead"). I think there are a lot of things that shmups can do to increase genre awareness, especially now that digital distribution is becoming a thing, but they do need to put some effort in. That being said, it will probably take a while for the playerbase to increase if it ever does. Shmups just might not be the games for this generation.
That's because people are basically "told" they shouldn't enjoy them. The idea of learning and executing skills is seen as "unnecessary", and instant gratification is championed. Multiplayer games have somewhat escaped this because they're more "obvious", yet people still expect instant gratification in those games.
Trying to separate games into "markets" is the problem, because those markets aren't found but
made. People are told to like specific things; sometimes they do, sometimes they don't. It's as random as it gets. Shmups, fighters, and whatever else
can appeal to anyone who calls themselves a "human being", and pretty much everything that stands in the way of that is some stupid perception. The only thing that is even remotely a solid obstacle is talent, and that simply isn't as much of a deciding factor as people think it is. Hell, most people don't even know exactly what is and isn't a "talent" to begin with.
See, Shepardus, you get it exactly. This genre just magically ~happens~ to be one that isn't "allowed" to have any self-motivation allocated to it, because Someone Said So. Seriously, "markets" and all this other bullshit is just
random and
fake. We need to break free from that. We need to show people why "instant gratification" is pointless, and we need to show people what it means to "play a game" again, because Someone keeps telling them that they should forget and never know.
Above all else, we need to stop making everything out to be "retro", and get rid of some "retro" trappings that should never have been there and have hurt games since the beginning.