
What's the problem with the shmup? What's the deal? I paid $9.99 for Jamestown and you know what? I am requesting a refund. I'm mad, bro. Real mad. It's not because I don't think Jamestown is worth $9.99... it probably is, to somebody. It's because I don't want to give $9.99 to some guys for making me wiggle between colorful orbs in the far corner of the screen.
Okay, so the problem?
Shmups are too cocky.
Think about it. What other game genre expects *existing* to be justification enough for people to like it? Let me tell you what I mean. Take any kind of combat system around which someone has made a decent game, and think about all the things in that game that were added to the combat system to make it a deeper game, a more nuanced genre. These days, even first-person shooters have RPG elements and character building. Why? Because... why not? If it makes the game more appealing, do it. If it makes the game more accessible, go for it, right? Hmm... this is where shmups get it wrong.
See the shmup developer's mentality seems to be... forget accessibility, forget appeal, forget 99.99% of people... and to focus on that one one-hundredth of one-percent of the population who will play a "hardcore" game just to prove how "hardcore" of a gamer he is. And yes, a he... because let's face it, shmups are pretty much a dude thing.
If other genres took the same approach that the shmup genre has, they would die too. But racing game developers were totally cool with letting players customize cars and get under the hood. Fighting game developers keep inventing new characters and experimenting with different things to try to broaden appeal, and the difficulty of a fighting game is determined by who you're up against. I can't think of any other genre that hasn't tried to evolve. Even match-3 games have evolved, for god's sake.
If shmup players and shmup developers could just accept one simple fact, things would be a lot better. The simple fact, being: Shmup is just a combat style. A pretty damn cool one, at that. But on its own, it's just not enough for the market place, it's not enough for the 21st century gamer.
Shmup needs to take a back-seat to some other type of primary genre, in some kind of hybrid game, if it wants to survive.
I made a really experimental shmup, where the core of the game is simply shooting everything. If anyone wants to try it out:
http://www.kongregate.com/games/anselmo ... teor-crush
I left out a lot of ideas to keep it simple, purely about moving and shooting. In fact, you can't even dodge bullets in this game. The whole game is literally just about shooting everything that moves. I got a lot of mixed complaining about it. Some people said it was too easy, some people said it was too hard... originally it was longer, so I shortened it. In the end, I realized that "just shooting stuff" isn't really enough. And dodging and shooting stuff, while better, is still not quite enough.
I am really interested in making a shmup that is genuinely enjoyable by a broad cross-section of the gaming populace, including some more open-minded hardcore players and some slightly brave casual players. But "a pure shmup" game will just be another micro-niche serving flop.