• Join Us |
  • |
  • Sign in with:

Latest News

Ye Olde Arcade

by Chris Remo, Sep 29, 2005 10:14am PDT
Related Topics – Nerdy News

There's an article up by the enigmatically-named Spanner entitled The Back O' The Arcade. The author takes a nostalgic and evocative look back at the arcade scene in England in the late 80s and 90s, recalling a time when dingy hole in the wall arcade establishments were populated by young school kids congregating out of a shared love for games.

There were kids in these arcades whose socks were a substantial part of their shoe leather and had their hair cut by their sister with a knife and fork, but give them the price of a single credit and they became rich men and kings alike. They were revered among their people for their prowess at making that single coin last longer than their melancholy trek home in the rain. When I see a video game show on the TV, populated by affluent, sharply dressed 20-somethings talking their insipid talk while walking a 30 second walk on some photo-realistic 3-D football simulator, I remember those down and out 10-year-olds who stood on a milk crate to see the screen as they thwarted the final boss on R-Type with cramping knuckles and aching fingers.
It's a good read for longtime arcade gamers (or longtime gamers of any type, really), offering a brief but fully-realized picture of a certain subset of gaming culture that for the most part has passed with the dominance of PC and home console gaming.




Comments

18 Threads | 41 Comments




  • The reason for arcade failure is easy to figure out: In the 80s they represented the latest in gaming technology and they asked for 25 cents per play (US, of course). Later the home machines started catching up, technology-wise. What did the arcades do? Since they were losing business they decided it was necessary to double the price on everything. So you have less-impressive games costing twice as much. It doesn't take heavy analysis to see why this would not attract customers.

    Arcades will succeed again when people see the value in visiting them. The easiest way to do this is to lower the price per play. This might require lowering the cost of the machines themselves, or it might mean going out and buying a bunch of used machines (there is at least one successful nickel arcade in the Dallas area).

    Other ways to improve value are to focus on places where home systems fail. Multiplayer, for example. Stocking more multiplayer games, maintaining high score leaderboards, or offering free WiFi are all ways to motivate people to come to your establishment for multiplayer fun. There are plenty of other ways to improve value too. I think more arcades should consider combining their business model with other successful ones, like game shops, coffee shops, bookstores... anywhere potential game players like to loiter.

    The point is, all the arcades that tried to stay the same as they were in the 80s have pretty much died off. The ones making money now are the huge conglomerate mini-amusement parks who use electronic cards to mask the $0.75 price tag for playing Area 51 (I went to a place the other day that was charging $075 for SKI BALL). Yeah that's one way to make money, but I think we all agree those places are awful. Spare me.






  • Good Stuff Remo, love the *type* of material you dig up. Makes me all whispy eyed about gaming again.

    That said, sometimes I wonder if the arrival of Fighters both brought back to life and killed the arcade industry all at once. The only reason I have for saying this is how a trip to the local Fun & Games and Alladin's Castle suddenly became a competitive venture. While this was the best change ever if you were hardcore about Street Fighter 2 and Mortal Kombat, but once you fell out of that a quick enjoyable game at the arcade just wasn't possible without being "owned". I don't think your casual player wants to face off against someone who is going to "own" them, so the market dwindled and now we go to arcades to play on hardware that we could never play on at home. (DDR machines, Ferrari simulator, and in Japan LAN'd touchscreen rpgs).

    At the same time, Arcades were pretty much sucking before that genre came out and made them the place to be again. *shrug*










  • Reminds a bit of the arcade scene in Australia as well. In Melbourne you had/have the brightly lit family friendly and expensive arcades like Timezone on the main streets, but if you went around the corner you found the dark smokey dubious but nice and cheap establishments.

    Spent a lot of free university class time in them in the late 90s. You had to be careful not to go right down the back though, where the extremely well dressed gentleman seemed to be conducting a lot of business involving various underlings shuttling back and forth. For some reason a friend of mine, but never myself, would often get asked if he wanted some 'go'.

    I had to keep my mouth shut once when I saw a friend of mine who was a cop doing undercover drug work hanging around the area.