Not to drag this out or swerve the thread away from its original intention, but even as one who dislikes "arcane rank" I'm still able to appreciate a lot of the other creative ventures that Raizing, for instance, has taken, eben if they weren't completely successful: I'm absolutely smitten with the item collection concept in Dimahoo, as well as the truckload of secrets in Batrider and the great visual theme in Garegga, and enjoy playing all those games as well as others in that vein, so the fact that the company has done something "different" or "more in-depth" isn't in itself what bothers me, not by a long shot.Icarus wrote:A whole lotta stuff.
What bugs me about "arcane rank" in particular is that it requires the player not only to go against the usual "shmup instincts" of getting items and staying alive as long as possible, but that, as I said above, in most cases the player has no idea how to control it without a gargantuan amount of experimentation, since the game itself gives no indication whatsoever of how the system, which the player MUST know in order to succeed at it, is set up. A piece of this is the language barrier, certainly, but I doubt that Raizing's ever posted an explanation of a game's rank system on an arcade cab, or in an instruction booklet; if I'm wrong, please feel free to correct me. This whole concept frustrates me, since the player has to let the game beat the daylights out of him in every conceivable fashion in order to figure out how to best appease it: perhaps I'm just a "n00b," but I prefer to be able to know how a game works before I play it, and take my "challenge factor" from being able to best use what I know about the game, not in trying to figure it out as I stumble along. Then, as if that weren't enough, once one knows (or can make a guess at) what affects rank in a particular game, he has to figure out the best exact spots in-game to exploit it by dying, missing medals, etc., in order to "pace" himself to get to the end. "Deep," yes, but in spite of my best efforts to be open-minded I can't make the whole concept appeal to me.
On top of this, I hear some argue that rank is a good thing because it "makes the game act lighter on beginners": this really glazes my doughnuts, since most shmuppers new to such a game will play it as they play most others, staying alive, shooting stuff down, and collecting items as much as possible. As such, before long the game will beat the living daylights out of them, and if the player can't figure out how to "purposely suck" and calm the rank system down it'll happen again and again to him, every time he plays. The "rank is good for the n00bs" argument is pure baloney as far as I'm concerned; only experts who know the game inside and out are truly able to make it work in their favor.
I'm not trying to discredit those who like such rank systems here: if you can bring yourself to like and appreciate the grueling process that such games make you go through to master them, more power to you, as you'll be able to lord over those of us who can't on the Raizing scoreboards, and rightfully so. The main point I want to get across is that it's not the creative aspects of these systems that turn me off to them, and I would guess that this is the case with most others who think the same way.
*runs off to hide before Rando finds this*