GamerCat_
Educated
- Joined
- Mar 24, 2024
- Messages
- 140
Euroshmup's are a thing. And the first result you get looking into them is rather funny.Write me an essay about the Euroshmup's simulationist tendencies compared to Japan's high-level-abstracted arcade design culture and the implications it has on my boner
Also a youtuber I'm vaguely familiar with (I don't consider him too sharp) has a video on the topic.
The way this guy tries to look at games could make for a nice teaching moment. Probably better to post here than in his comments (he ignored my last textwall).
The problem with this video is that he does and doesn't talk about euroshmups like they're their own thing. On one hand, he calls them a distinct thing. They have their own name, and he doesn't want them tarnishing his beloved true Japanese Arcade Shmups by association. He says this, but then he still judges them as failed japanese shmups.
He identifies inertia as the defining trait of a euroshmup. More essential than the origin of its creators is the implementation of inertia against player movement inputs. And then he draws a very badly thought out metaphor which I think is demonstrative. He says that inertia in a shmup is like playing tennis with a stick. He then talks about tennis, how if we played with a stick the game would EVOLVE around the stick. That's my point, if we change something fundamental and keep going along that trajectory, we're now doing something different. At a certain point we're no longer playing tennis. As far as I know there is nobody still calling American Football "Bad Rugby". But at some point that might have been plausible. When would it stop being plausible? Of course there's no real answer.
Now you can say that one is more or less fun than the other, no accounting for taste, and all forms create and cut off possibilities.
Now, a good question we should be asking if we want to make quality judgements between two distinct things is why are they different? How did they each get like they are? Are the traits and quirks of one perhaps the process of a careful process of selection and discernment, while the other is a series accidents and carelessness? If this is true it should make us expect more interesting things from one than the other. We can't be sure of course. Accidents have done great things for humanity countless times. But maybe we shouldn't get our hopes up.
And if we're aware of a lack of attention and thought in the creative process behind something we're looking at we can perhaps avoid straining ourselves too hard to find great value in the thing that escapes our immediate notice. While if we know something is taken very seriously by its creators top to bottom, we will probably be rewarded if we take a more serious look.
Now if we want to actually judge the differences between Euroshmups and Japanese arcade shmups (Jshmups?) how this difference emerged seems obvious. And related to what you said. Euroshmups have inertia because they're representations of aircraft in flight. They have inertia to feel more like aircraft. Controlling a machine. It does not respond directly to your will, your inputs manipulate the parts that make it go, and it is then subject to the natural forces of flight. If you think you're making something about an aircraft, inertia makes sense.
Now the Japanese, this might look at first like a strange inversion of the principle I keep raising, the white man is apparently compromising his game for what his game represents, while the Japanese are disregarding what is represented for game. Is that what's happening? No. Jshmups are (or were) arcade experiences first. And the arcade is a unique and cultivated sensory experience in itself. Noise, lights, layout, it is all appealing to and competing for your attention. To get you on the game and get you engaged. Arcades are all about stimulation. This influences both the presentation and the form of the games they hosted. Fast, reactive, novel, satisfying and exciting to the senses, these were desired traits. You don't go to the flashing lights and noise club to the bound by gravity. You aren't subject to inertia in the jshmup not because a judgement was made on what would make for the optimal potential complexity in game design. Inertia is out because it is overridden by the rule of cool.
The white man knows he's making a plane-game so he thinks "what is a plane? How does it work? What does it do?" Japanese man knows he's making an arcade game and thinks "what's awesome?" Of course, what the first guy thought would have gotten the ball rolling, each culture referring to its own prior examples. If the first white guy thought "fuck inertia faster is cooler" and the Japanese man thought "horrrr, prane go srow!" maybe things would have gone different. But perhaps the nature of these respective cultures made that highly unlikely from the outset.
From here of course we can continue reading history and see further evidence of simulationism as opposed to appreciation of all things arcade. Do "shmups" or anything resembling them have a rich or dedicated european centric playerbase or production base? No. Are Europeans uninterested in flight? Also no. If I go on GOG under the tag 'flight' the first three games are European. Two developers based in Germany, one in Cyprus. They are clearly interested in the idea of flight. But they don't make something that zips around like crazy on a 2D plane. If you get a European thinking about the idea of making a video game about flight, he makes you a plane simulator.
And listen to that European accent. Europeans either make plane simulators, or spaceflight simulators. In each case the push is for technical fidelity. The same impulses that gave us inertia in our euroshmups finally unshackled from their two dimensional prison and realising what they were trying to suggest all along.
And the Japanese, they have continued the arcade traditions even outside of the arcade. Give them the power of a PC and they give you this.
Now is this primitive? Touhou... has a lot going on. So much that it's hard to know where to start. It's the arcade impulses and appeals taken home and allowed to EVOLVE there. When you're building a series of individual releases which can be collected you can have history with your eventual fans. Like From Software with Elden Ring you can make things harder as familiarity and expectations mount. You can build on your complexity not just in the game presented, but the greater multimedia experience. I use Touhou in particular as my example because it's such a beautiful case of change spurring evolution. This home PC arcade experience has its own cult.
Where youtube shmup identifying man sees failure in the shmup I see infancy. The Euroshmup when it began was not bad shmup. It was primitive flight. Yes, a confused and vestigial branch of inertia-laden "shmups" might still exist, but what does it matter next to its imposing brother THE FLIGHT SIM?
Now... the implications upon your boner. Perhaps my extraordinary charisma paired with my fondness for cats gets you curious.