WARNING, WARNING
A HUGE WALL OF TEXT IS APPROACHING FAST
Reading this thread, I'm hearing a lot of people talk about how they can't get friends into the genre, or have a hard time getting friends into bullet hell in particular. Based on what they're saying though, I get the distinct feeling that they are advertising to the wrong fanbases. Don't cast your pearls before your college room mate who only plays "INSERT AAA GAME EVERYONE HATES HERE". Cast them before the people who already have an appreciation for "hardcore" gaming and have bought many of these so called indie games that are doing better than shmups.
Like, almost everyone
I know on the internet has a respect for shmups even if they aren't shmup fans or players. I know a lot of hardcore fighting game players, jrpg enthusiasts, rts fans, and other "hardcore" genres which are only played or played "correctly" by a niche. Almost all of these people bought Cimzon Clover on Steam, as well as several other similar titles like Jamestown, Gundemonium, Ikaruga, etc. And even though they have no intention to 1cc Clover on arcade, they none the less like the game and have at least put several hours into it.
There are lots of niche genres out there that don't appeal to the stereotypical AAA Call of Dooty bro gamer, but none the less at least make enough money that they justify their development. There is no reason all these short niche indie titles that have to be played with similar motivations and self imposed challenges in order to last more than a few hours can do decent but shmups can't. Sure, rogue likes, platformers, puzzle games, etc. all have a few advantages over shmups in terms of mass appeal. But shmups also have advantages. Roguelikes might have randomization going for them, but shmups have flash and style that they don't.
I think shmup fans, and shmups themselves need to advertise themselves to "hardcore" players from similar genres, as well as make it easier for these players to purchase them without being full on 1cc or score addicts. A lot of these guys are already big fans of games that are similar or perhaps borderline examples of shmups. I don't know a single hardcore player who doesn't like either Contra or Metal Slug. Shmups can easily channel the same appeal as those games.
The problem is that shmups have for a long time been too damn hard to acquire for anyone who's not a "serious" fan of them. Up until very recently, you couldn't be a "casual" fan of the genre even if you understood it or enjoyed attempting small challenges once in a while. You have to be willing to buy a 360 (which a lot of people who already own PS3's might not want to do, even more so if it's a Japanese 360 which they might not know how to get any use out of beyond the games they plan on buying), import (which is scary and weird if you've never done it before), have to deal with incredibly heavy prices of 70-80 dollars which are not justified if you only plan on putting several hours into the game and maybe picking it up for fun every now and than, and also you have to deal with other things you might be uncomfortable with like lolicon art or insane amounts of anime.
If you aren't up to any of the above, until very recently, you simply could not be a fan of the genre. There were simply too few shmups available on english ps2/ps3, and services like Steam did not yet have shmups like Gundemonium/Exceed/Crimzon Clover/etc. localized and available to purchase. Sure you could pirate doujin titles to play them casually
and 90% of the gamers I know have played Touhou at one point thanks to this, hardcore or not. But that sure doesn't help the genre become more profitable.
Say what you want about Shovel Knight and Super Meat Boy having "greater concessions to the mainstream" but even if you're as casual as they come and don't plan on playing them more than once through, that's still a helluva lot more appetizing considering their price tag than an
80 dollar import on a system you might not own or like. This is IMO why shmups have become more niche than other short single player genres like roguelikes or platformers or puzzle games.
That's why Crimzon Clover, and all the other shmups on steam are such a HUGE FUCKING STEP FORWARD. You can finally buy good games for cheap without importing! And it's working! All my fighting game fans and rts fans and platformer fans and rpg fans have bought these games! They never have or would have before.
This is what shmups have to focus on, the hardcore gamers with only a casual interest in the genre. They don't have to start 1cc'ing every game, they don't have to start playing for score. All that needs be is that they get a few hours of casual fun out of the genre, which is more than enough to justify a 10 dollar or more price tag and is what many of these other niche indie titles offer. Shmups are always going to be niche. But they can at least be as niche as other niche genres. Not super niche.
There are other things shmups can do to make them more appealing to hardcore gamers as well. They could find clever ways to telegraph the 1cc objective without making it no fun to play without it in mind. They could do something like Treasure's Alien Soldier and give you 3 continues and force you to restart a stage when you run out, and also demand you 1cc in order to see cut scenes. Throw in a 1cc only tlb and make some Batrider-ish secret areas and bosses, and you have a game that could subtely encourage players to 1cc as they work through a 3cc. They could also incorporate story and personality into the art and gameplay in subtle ways.
Also
SHMUPS NEED ONLINE CO-OP. I cannot emphasize this enough. I was simply
blown away by how easy it was to get people talking about 1 credit victories, scoring, strategy, etc. in Metal Slug 3 just by playing it with them. It succeeds in adding a social aspect (something that shmups are always claimed to lack), replayability, and a "party game" factor. Shmups have never really been about co-op, but that's all the more reason there's so much room for innovation. I know a person who actively dislikes the shmup genre, but even he admitted that Jamestowns co-op was incredibly fun for him and that it's a game he deeply respects unlike the rest of the genre. There is so much that could be done for co op in terms of design. You could create seperate arrange modes just for co op with levels, patterns, mechanics, and scoring systems built with two players in mind. It's a well of untapped fun and greater genre appeal.
There are just so many little things Shmups could go the extra mile with for appealing to hardcore players in other genres while still being arcade games. I could go on for another two pages, but:
TL:DR shmups need to appeal to other hardcore action gamers and niche genre players. They don't need to "convert" them to hardcore genre enthusiasts and have them all be chasing 1cc's and high scores all day, they just need to get to the point where people can get a good 3 or 4 hours of semi casual fun out of a game they spent 10 bucks on, which is exactly what they get out of all these indie platformers and action games, and what they are starting to get with games like Crimzon Clover. Shmups need to appeal to these players with reasonable price tags, localizations, digital distribution, online co op, and other concessions that do not effect the arcade structure of the game.
ARF wrote:Shmups are too much memo for this generation of gamers, people love surprises! I'd like to imagine that the next 2hu phantasmagoria, if released online with good multiplayer, could revive shmups!
They aren't any more memo than Bayonetta or Dark Souls. All you really have to do is include some random variables on bullet patterns or boss patterns (like Batrider or Touhou) and you have enough surprises to last till judgement day.
Lilium wrote:
You could say that getting something fresh is nice but I doubt anyone will think that SDOJ is better than DOJBL or that Double Dealing Character is better than Perfect Cherry Blossom. So really... what good is new stuff if its just gonna be inferior to the old anyways :3
There's still a lot of room for variety and innovation in the genre though. Games like Kaikan, Ginga Force, Hellsinker, Akashicverse, and Astebreed show that you can still make a game that feels and plays completely different from the standard issue danmaku games saturating the genre while still being fundamentally close to them (well maybe not so much for Astebreed but still).
mastermx wrote:Whilst sine mora may have bad gameplay. The devs sure knew how to cater to the mainstream audience.
No they didn't. It was a flop, and there are more negative reviews on its steam store page than any other shmup available there. Not only that, but every one of my casual non shmup fans who played it said it felt "weird" and "not fun" and that they "thought Crimzon Clover was a lot more fun".