Why shmups are such a niche genre

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Re: Why shmups are such a niche genre

Post by lgb »

DEL wrote:Except that Treasure have so far made Puzzle Games dressed up to look like shoot'em ups. So while its true that a number of previously mainstream gamers found 2D shoot'em ups through the mainstream western release of Ikaruga, it can also be said that they were initially attracted to a puzzle game. A bit ironic, but there you go...
any game with a real scoring system is partly a puzzle game
S20-TBL wrote:(case in point, someone suggested a shmup in which you are the bullet and you have to ram yourself into the enemy--not exactly a shmup anymore).
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Re: Why shmups are such a niche genre

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I can see an RPG/shmup hybrid, RPG elements can be tacked on to almost anything and still have a good game. But more importantly, getting people to know the genre beyond futari's stage 5 boss and touhou will probably help. When huge 200+ game arcades don't even carry the rather recognizable raiden, the genre is not getting enough exposure.
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Re: Why shmups are such a niche genre

Post by Dartagnan1083 »

Exarion wrote:I can see an RPG/shmup hybrid, RPG elements can be tacked on to almost anything and still have a good game. But more importantly, getting people to know the genre beyond futari's stage 5 boss and touhou will probably help. When huge 200+ game arcades don't even carry the rather recognizable raiden, the genre is not getting enough exposure.

Didn't somebody already try this recently?
I want to say it was on the GBA or DS.
and I'm not talking about Infinite Space.

There was also a Shmup RPG I vaugely remember reading about that was on a computer platform.
Besides, adding RPG elements is one of those things that seems to be so widespread that it seems more capable of stagnating the game in question rather than pushing it forward.
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Re: Why shmups are such a niche genre

Post by Ebbo »

Dartagnan1083 wrote: Didn't somebody already try this recently?
I want to say it was on the GBA or DS.
and I'm not talking about Infinite Space.
Knights in the Nightmare (DS) perhaps?
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Re: Why shmups are such a niche genre

Post by Shepherd »

I vaguely remember the shmup/mmorpg variant for PC. I've seen a trailer for it once and it faded from memory until now. The one I know of is called Valkyrie Sky: http://valkyriesky.gamekiss.com

Let's also not forget that Radiant Silvergun had an excellent replayability option by allowing your weapons to power up based on chaining attacks together. This was able to be carried through to a NG+ so you can have uber powerful weapons from the get go. An RPG/Shmup variant isn't far from becoming something tangible. From the looks of it, Valkyrie Sky seems promising and more developers taking from the concept may be onto something.

This isn't something that can potentially ruin a genre, either. It would be like what the VS. series are to Capcom's fighters. They're still the same game, just with different elements of game play. As far as looking to ToHo, I wouldn't be surprised if they made a trailer for such a hybrid only for it to end up being an April Fool's Joke, like this game was: http://www.youtube.com/watch?v=d3mafJWd8tQ :P
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Re: Why shmups are such a niche genre

Post by TMR »

Ebbo wrote:
Dartagnan1083 wrote: Didn't somebody already try this recently?
I want to say it was on the GBA or DS.
and I'm not talking about Infinite Space.
Knights in the Nightmare (DS) perhaps?
Or maybe World Reborn on the GBA?
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Re: Why shmups are such a niche genre

Post by Exarion »

Looking at valkyrie sky: it has some problems. Bullet patterns are way WAY to easy. Or they would be, if your hitbox wasn't about twice as large as the hitbox indicator. Now they're only way too easy. One class has a melee attack that blocks bullets from all directions, and can use it often enough that they don't have to dodge AT ALL, they just hold down the melee button and stay at the top of the screen. Other classes can cancel bullets with extreme frequency, as if the bullet patterns weren't way too easy anyway. The game also includes a stamina mechanic. If you do too much shmupping, you have to go fishing to restore stamina, at about 1/4th the rate you drain it. There is also the issue of MMORPG style grinding, in that you have to go through the same few areas endlessly. Though this is what most shmuppers do, we normally see our scores slowly rise. This game uses a blast-em up scoring mechanism to determine how much xp you get. It takes around 22 perfect runs to gain one level. To get to a new area, you need about 3 levels. If you're interested in one part and like the other, this would be a good game for you, but don't bother otherwise. If this is the kind of crossovers the genre is going to get, we should probably avoid making them.
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Re: Why shmups are such a niche genre

Post by AraraSPAMWitch »

Exarion wrote:I can see an RPG/shmup hybrid, RPG elements can be tacked on to almost anything and still have a good game. But more importantly, getting people to know the genre beyond futari's stage 5 boss and touhou will probably help. When huge 200+ game arcades don't even carry the rather recognizable raiden, the genre is not getting enough exposure.
This is the best way to fuck up a perfectly good genre. Adding "RPG elements" (this term is inexcusably ambiguous, but I'm going to assume that you mean either exploration elements or a focus on managing and increasing numerical statistics) in most cases bloats a game. Look at the Castlevania series--in the olden days, Simon Belmont could not reach level 99 or equip the Mirror Mail of Ancient Atlantis, but the games remained, strangely, fun and highly beatable, as long as someone had enough of a brain to examine stage and enemy layouts and figure out ways to work around these obstacles.

Then there was this game called Symphony of the Night and beating Castlevania games no longer meant that you could solve problems, but that you had enough free time to kill bats for thirty hours or respawn enemies thousands of times in search of rare drops or potions. They're still fun games, but would they be more fun without this "RPG" bullshit (i.e. grinding)? Hells yeah!

Now imagine DoDonPachi, where I don't have enough HP (or skill) to beat the second boss, so I play stage 1 over and over again to get my helicopter to Level 43 and to get the rare ATLANTAN HYPER LAZER drop from the boss (the chances of it appearing are about .25% with default luck stats). If you couldn't tell, this game would be TRASH.

Now an STG with exploration elements, I played some doujiny shit called Hollow World of God and it actually had some cool patterns, it's just too bad there's a useless town to walk through before I actually play. Honestly, shooting games are one of the few genres that have retained some purity, and because of it the best games are constantly intense and constantly focused. If watering down the experience and adding a whole lot of useless SHIT is the best way to get new fans into the genre, I think we can live without the new fans.
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Re: Why shmups are such a niche genre

Post by linko9 »

I loved SOTN, and I never grinded for anything. Sure, my favorite Castlevania is Rondo of Blood, but SOTN and the subsequent games have been fun in a different way; they're RPGs essentially, sure, but they're much more action oriented than a standard RPG. I happen to like RPGs, so the "Metrovania" games are very enjoyable for me. I can see a shmup/RPG hybrid being successful in the same way. Obviously, the emphasis wouldn't be on skill, but I think videogames can still be great even if they don't require much skill (I thought Animal Crossing was pretty fun). Anyway, if you hate RPGs, I understand your point, but lots of people like RPGs, so I think lots of people could enjoy a well-made shmup/RPG hybrid.
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Re: Why shmups are such a niche genre

Post by Exarion »

AraraSPAMWitch wrote:
Exarion wrote:I can see an RPG/shmup hybrid, RPG elements can be tacked on to almost anything and still have a good game. But more importantly, getting people to know the genre beyond futari's stage 5 boss and touhou will probably help. When huge 200+ game arcades don't even carry the rather recognizable raiden, the genre is not getting enough exposure.
This is the best way to fuck up a perfectly good genre. Adding "RPG elements" (this term is inexcusably ambiguous, but I'm going to assume that you mean either exploration elements or a focus on managing and increasing numerical statistics) in most cases bloats a game. Look at the Castlevania series--in the olden days, Simon Belmont could not reach level 99 or equip the Mirror Mail of Ancient Atlantis, but the games remained, strangely, fun and highly beatable, as long as someone had enough of a brain to examine stage and enemy layouts and figure out ways to work around these obstacles.

Then there was this game called Symphony of the Night and beating Castlevania games no longer meant that you could solve problems, but that you had enough free time to kill bats for thirty hours or respawn enemies thousands of times in search of rare drops or potions. They're still fun games, but would they be more fun without this "RPG" bullshit (i.e. grinding)? Hells yeah!

Now imagine DoDonPachi, where I don't have enough HP (or skill) to beat the second boss, so I play stage 1 over and over again to get my helicopter to Level 43 and to get the rare ATLANTAN HYPER LAZER drop from the boss (the chances of it appearing are about .25% with default luck stats). If you couldn't tell, this game would be TRASH.

Now an STG with exploration elements, I played some doujiny shit called Hollow World of God and it actually had some cool patterns, it's just too bad there's a useless town to walk through before I actually play. Honestly, shooting games are one of the few genres that have retained some purity, and because of it the best games are constantly intense and constantly focused. If watering down the experience and adding a whole lot of useless SHIT is the best way to get new fans into the genre, I think we can live without the new fans.
I meant more exploration elements rather than the "level up+grind for rare drops" garbage that most people seem to be attempting (see above rant about valkyrie sky). What I was thinking was having a series of bases, separated by 5 part shmup areas. In a base, you can modify your ship (increase/decrease speed, adjust shot/bomb types, etc.) and restock lives/bombs/etc, and then choose which direction you leave in (what the next 5 stages will be). Now that I think about it, RPG elements is probably not the right term for what i'm thinking of, and would really only serve as a marketing term, as all you do is have an inventory of possible shot/bomb/etc types you can use, which is not unique to RPGs.
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Re: Why shmups are such a niche genre

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linko9 wrote:I loved SOTN, and I never grinded for anything. Sure, my favorite Castlevania is Rondo of Blood, but SOTN and the subsequent games have been fun in a different way; they're RPGs essentially, sure, but they're much more action oriented than a standard RPG. I happen to like RPGs, so the "Metrovania" games are very enjoyable for me. I can see a shmup/RPG hybrid being successful in the same way. Obviously, the emphasis wouldn't be on skill, but I think videogames can still be great even if they don't require much skill (I thought Animal Crossing was pretty fun). Anyway, if you hate RPGs, I understand your point, but lots of people like RPGs, so I think lots of people could enjoy a well-made shmup/RPG hybrid.
I enjoy the RPG genre--regrettably, I've sunk 60+ in several games of the genre and am mad hype about the new Golden Sun game--but only to a degree. Several years ago, JRPGs were my main interest, but I eventually found the genre shallow and devoid of mental stimulation and considered giving up videogames. I fortunately discovered shooting games, which at their best force the mind to work far more creatively than JRPGs ever will, and my interest in games was saved. My GPA also plummeted, but that's another story. :twisted:

Regarding grinding in SotN, all of the most interesting items/powers in that game and subsequent ones you procure through grinding. And in SotN, you level up so quickly that unless you AVOID killing enemies, the game will be too easy. Poor, poor design. I love the damn games, but they would be so much better without these elements.

Challenging, skill-based games tend to be more engaging because they encourage the player to experiment and try to push tactics to their utmost. This is one of the most interesting aspects of shooting games, and allowing things like leveling up or godlike equipment or what have you will ruin this quality. Sure, people can work hard to try to make easy games more interesting, as with people who try to beat SotN with no equipment, but this only underscores the fact that the design is inherently flawed.

Also, the best shooting games are almost all originally from arcades, an environment where extraneous "RPG elements" are completely impractical. Focus and a constant sense of intensity are necessary for a successful game. As shooting game development becomes primarily home-based (and I am sure this is the current trend) we may see developers trying the hybrid approach more--and the development of games radically less interesting than their predecessors.
Exarion wrote:I meant more exploration elements rather than the "level up+grind for rare drops" garbage that most people seem to be attempting (see above rant about valkyrie sky). What I was thinking was having a series of bases, separated by 5 part shmup areas. In a base, you can modify your ship (increase/decrease speed, adjust shot/bomb types, etc.) and restock lives/bombs/etc, and then choose which direction you leave in (what the next 5 stages will be). Now that I think about it, RPG elements is probably not the right term for what i'm thinking of, and would really only serve as a marketing term, as all you do is have an inventory of possible shot/bomb/etc types you can use, which is not unique to RPGs.
Point taken. This just underscores the uselessness of the phrase "RPG elements," a word that one day I hope to excise entirely from my vocabulary.

But I don't think the ideas you propose would improve the genre at all--they would only dilute the experience by adding superfluous sections largely unrelated to the meat of the game, which is surely the shooter section. Allowing the player to choose their own paths through a game is a great idea and has been successful in the past--look at Darius, Death Smiles, or Thunderforce--but adding a "base area" where the player can walk around will only be annoying distraction from playing the real game.
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Re: Why shmups are such a niche genre

Post by TrevHead (TVR) »

personally what i would like to see is some story and alternative paths. For the story we could have it playing the game instead of cutscenes, like for example in a small window or border plus voice acting so that it doesnt get in the way of gameplay.

For the alternative paths i mean not something like Darius (although that in itself it geat and should be in more shmups then it currently is) but im talking about alternating branches in a stage. eather parts in a stage that scroll sideways (in a vert) which allow you to take different routes to the end boss or maybe just something akin to the darius route method but instead of choosing at the start of the stage have the feature inside the stage with one route harder then another route, it could even be co-op where each player goes down a different route and must destroy a core or something to unlock extra routes in the game (or extra score)
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Re: Why shmups are such a niche genre

Post by lgb »

Exarion wrote:getting people to know the genre beyond futari's stage 5 boss and touhou will probably help
touhou tards are touhou tards, but that's just mean; these people are not representative of the games themselves, they're representative of the artwork and all the other doujin-of-doujin crap that comes out of any game
Dartagnan1083 wrote:Didn't somebody already try this recently?
I want to say it was on the GBA or DS.
and I'm not talking about Infinite Space.
you are probably talking about Sigma Star Saga
Besides, adding RPG elements is one of those things that seems to be so widespread that it seems more capable of stagnating the game in question rather than pushing it forward.
that's the point, you tack on elements of other genres, particularly RPG (for westerners) and dating sim (for easterners) so as to get more people to play and get more sales; some games (SotN and most of those Castlevanias) actually manage to do this well, and some don't
Then there was this game called Symphony of the Night and beating Castlevania games no longer meant that you could solve problems, but that you had enough free time to kill bats for thirty hours
you're wasting your time because exp. scaling, move on to higher enemies; also speedruns
If watering down the experience and adding a whole lot of useless SHIT is the best way to get new fans into the genre, I think we can live without the new fans.
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Re: Why shmups are such a niche genre

Post by Exarion »

lgb wrote:
Exarion wrote:getting people to know the genre beyond futari's stage 5 boss and touhou will probably help
touhou tards are touhou tards, but that's just mean; these people are not representative of the games themselves, they're representative of the artwork and all the other doujin-of-doujin crap that comes out of any game
The problem is that the only people who know that there is more to touhou than lolis are the people who have played the games, everyone else just sees the lolicon idiots and their doujins, including many of the people who make them. Some people even think that the touhou series is made up of h-games. Everyone on this forum knows that isn't true, and there are several people here (including me) who prefer the "find the pattern" attack style from touhou to the "dodge tons of random bullets" that is more common.
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Re: Why shmups are such a niche genre

Post by orange »

yeah fuck those common games man i'm tellin you sometimes i am playing doj or futari or some shit and i just think "man, is this random or what! i wish someone made shooters that weren't for brainless plebs"
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Re: Why shmups are such a niche genre

Post by Udderdude »

Exarion wrote:"dodge tons of random bullets" that is more common.
No sources or examples? Gee, I wonder why?
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Re: Why shmups are such a niche genre

Post by AraraSPAMWitch »

lgb wrote:we can either slowly die, or die quickly in glory
Or underground developers can continue to make good games while the rest of the world plays Aegis Wing?
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Re: Why shmups are such a niche genre

Post by gs68 »

Exarion wrote:
lgb wrote:
Exarion wrote:getting people to know the genre beyond futari's stage 5 boss and touhou will probably help
touhou tards are touhou tards, but that's just mean; these people are not representative of the games themselves, they're representative of the artwork and all the other doujin-of-doujin crap that comes out of any game
The problem is that the only people who know that there is more to touhou than lolis are the people who have played the games, everyone else just sees the lolicon idiots and their doujins, including many of the people who make them. Some people even think that the touhou series is made up of h-games. Everyone on this forum knows that isn't true, and there are several people here (including me) who prefer the "find the pattern" attack style from touhou to the "dodge tons of random bullets" that is more common.
I thought this forum hated Touhou.
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Re: Why shmups are such a niche genre

Post by NR777 »

gs68 wrote: I thought this forum hated Touhou.

I don't necessarily hate touhou, but I do hate touhou fanboys who reference touhou whenever they see another danmaku shmup. Those people display a remarkable ignorance of the history of the genre and (judging by frequent comments I've read from touhou freaks) care more about the art style than they do about gameplay. For games made by a one-person team, the touhou series isn't bad...but they are nowhere near as good as their rabid fanbase would have everyone believe.
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Re: Why shmups are such a niche genre

Post by gs68 »

I do respect Touhou and play the games, as well as indulge in the characters and memes, but I do acknowledge that there are other "danmaku" shmups out there. Why, I was playing bullet hell shooters for five years (starting with the iconic DoDonPachi) before coming to TH this past summer.
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Re: Why shmups are such a niche genre

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NR777 wrote:I don't necessarily hate touhou, but I do hate touhou fanboys who reference touhou whenever they see another danmaku shmup.
yet some of these people have some actual exposure to the genre, and will actually play it albeit casually; when one looks at a CAVE game in action and they say "oh this is kinda like Touhou", that is not wrong
Those people display a remarkable ignorance of the history of the genre-
your logic applies to anyone who plays a particular subgenre

though I'm sure it wouldn't be as bad if old-school fans would leave danmaku games alone, right
For games made by a one-person team, the touhou series isn't bad...but they are nowhere near as good as their rabid fanbase would have everyone believe.
no game is ever really as good as their "rabid fanbase" would have everyone believe

and again, it's probably really bad to refuse acknowledging anything beyond Touhou, since... well, it's not very obvious, someone explain to me why
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Re: Why shmups are such a niche genre

Post by EinhanderZwei »

Heh, it's 4th topic on my mind that started off as 'what the hell is going on with the shmups?' and ended up discussing why does/doesn't Touhou suck :mrgreen:

Alright, I'll follow the rules:

Concerning Touhou: these games may be hated for everything - spreading the loli trends, boring gameplay, disgusting fan artworks, etc. - but for me they do represent quality. I don't know anyone except of ZUN who would be capable of creating so many games that do not look like a bunch of bad Maya renders flying above bad Photoshop patterns and not having even additional weapons. I give this guy my credit for singlehandedly creating a whole damn franchise

Concerning genre in general: Rondo Of Blood has already shown how intriguing and complex can the branching level paths be, and besides it didn't contain any so-called 'RPG elements' (which though were cool in SOTN, but stripped down to comedy in LOI), and it worked perfectly. I'd love to see how this can be implemented in a shmup

Ah, and BTW. There IS a shmup with mid-shooting sections and tiny RPG elements that are not boring. The Guardian Legend. I don't believe that someone can hate it :roll:
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Re: Why shmups are such a niche genre

Post by lgb »

EinhanderZwei wrote:Heh, it's 4th topic on my mind that started off as 'what the hell is going on with the shmups?' and ended up discussing why does/doesn't Touhou suck
I still don't understand why everyone slams Touhou but not something like Deathsmiles but- oh wait DS is a CAVE game, can't possibly be bad, right
spreading the loli trends
righteous indignation compels me to make this clear: stop blaming Touhou for this because it's obvious that Touhou is not the root, and is not following in any footsteps; it's not directed at you because that's not what you're really saying
Concerning genre in general: Rondo Of Blood has already shown how intriguing and complex can the branching level paths be... I'd love to see how this can be implemented in a shmup
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Re: Why shmups are such a niche genre

Post by EinhanderZwei »

lgb wrote:I still don't understand why everyone slams Touhou but not something like Deathsmiles but- oh wait DS is a CAVE game, can't possibly be bad, right
Be cool - there's only one company that I forgive all the bullshit, and it's not Cave ;) (SPOILER - this is Irem) Actually, once I saw the back cover of the DS artbook, I facepalmed
lgb wrote:it's not directed at you because that's not what you're really saying
Yeah, I said 'spreading', not 'inventing'
lgb wrote:Darius says "I'm exponentially better at that than Chi no Rondo"
If you mean the 'move up or down before the counter runs out' feature in G Darius, then I agree. Damn shame that nobody has ripped it off yet :(
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Re: Why shmups are such a niche genre

Post by lgb »

Darius before G.Darius didn't have different level parts but it did have branching level paths... since the first one
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Re: Why shmups are such a niche genre

Post by NR777 »

lgb wrote:A whole lot of truth.
I have absolutely nothing to argue with in your post. I suppose what irks me ( and I know I'm guilty to an extent when it comes to games I like ) is how willing people are to create sacred cows.
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Re: Why shmups are such a niche genre

Post by Exarion »

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Can we please get back on topic? I just got Raiden Fighters Aces, and I think the game's easy mode would be doable by the average person in 3 credits on their first try. I just wish it hadn't been bashed by every review site for being too short. Maybe we should try to get the reviewers to try to 1cc the games before posting their reviews?
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Re: Why shmups are such a niche genre

Post by BIL »

You'd probably just get some crack about rote memorisation for obsessive shooter fans only. A reviewer who doesn't take an innately reductive view of these games won't need 1CCs or score quotas imposed on them. The mainstream reviewer catch-22 has been discussed to death... to quote a succinct post of years back, "Another credit-feeding asshole. Who cares?"

As I'm sure has already been stated, shooters are a niche genre because they're demanding and old-fashioned. Not a bad situation for serious fans at all. The current rate of one or two major commercial releases / ports a year is fine by me, considering how much replay value these games have.

edit: spelling
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Re: Why shmups are such a niche genre

Post by NR777 »

Bill wrote:The current rate of one or two major commercial releases / ports a year is fine by me, considering how much replay value these games have.
I'd rather have a few good games a year than a slew of shitty games. A really good shmup can keep me occupied for a very long time.
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Re: Why shmups are such a niche genre

Post by gs68 »

Another factor that contributes to the downfall of shmups is the length of a shooter.

Give an average (I don't want to say "casual") gamer a choice between a 70-hour JRPG with lots of padding and a 40-minute shmup where the longest break (save for stage cleared screens) is about five seconds. Which game is he gonna pick?

But at the same time, a 70-hour shooter would be very straining on the level designers and on players. It's a no-win situation here.
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