Nutmeg
Arcane
Background and history lesson:
On premises pay to play single player gaming, or "arcade" gaming, peaked in 1983 and then again 1993. This kind of gaming was characterized by a special type of game format.
The format and its early variant was that each payment was an opportunity to score against successively more difficult challenges, with game termination and score recording occurring on the player entering a fail state.
The late variant added score recording upon a success state i.e. the game terminated itself after a set period of time or set of score obtaining player actions.
There was also a middle variant of games which had an end credits roll, but also looped.
Games were considered broken if it was possible to score endlessly without any risk of triggering score recording.
Pay per game gaming (or home computer/console gaming) deviated from arcade gaming almost at the beginning. Since there was no pressure to rotate players on the machine, play at your own pace became common, and led to broken, boring and eventually forgotten scoring (e.g. re-spawning enemies worth points). Since saving was possible, 1 credit play went out the window.
Somehow, scoring came back to the mainstream in the form of ranking. I haven't dug into the exact history here, but it seemed to have happened in carefully designed niche hardcore games in the mid 90s (e.g. the Firemen), and somehow filtered through to the mainstream with Resident Evil and its children e.g. Devil May Cry etc. in the 00s.
1 credit play never came back to the mainstream, although miraculously at least 2 games with 1 credit play got some mainstream attention in the early 00s: Treasure's Ikaruga and Sin and Punishment. The interesting thing about the latter is that it features saving as a suspend and resume feature, which IIRC resets your score.
If you look at today's so called "hardcore" games, whether they can be played for score or simply the clear, you will see they follow a segmented format. Namely, they allow the player to replay segments either fixed by the game (e.g. levels in Cuphead or chapters in Bayonetta) or managed by the player themselves (saves) either in a controlled manner (save points, checkpoints, limited saves) or completely freely.
What's more many of these games give the player an escape hatch. Let's take the poster boy for modern hardcore gaming - Dark Souls. If you can't clear a gauntlet from one bonfire to the next, you can just reduce the difficulty by grinding for ore or souls. There's no score, nor is a clear time recorded (IIRC), so there's no difference (from the game's point of view) from a player who grinds and does not. Likewise for the "hardcore" tactics game Valkyria Chronicles, where you can grind skirmishes and then proceed to trivially get A ranks in story missions. Another common loop hole is abusing suspend resume check pointing to circumvent fixed segments (e.g. exiting to menu if you break your chain during a Bayonetta chapter).
Yet even with segmentation and loop holes, many players complain about the difficulty of today's mainstream "hardcore" games. Which are not that "hardcore" at all, and also less mainstream than they should be.
True hardcore games (those that kept the middle or late variant arcade format) have been relegated to niche genres and indie efforts.
On premises pay to play single player gaming, or "arcade" gaming, peaked in 1983 and then again 1993. This kind of gaming was characterized by a special type of game format.
The format and its early variant was that each payment was an opportunity to score against successively more difficult challenges, with game termination and score recording occurring on the player entering a fail state.
The late variant added score recording upon a success state i.e. the game terminated itself after a set period of time or set of score obtaining player actions.
There was also a middle variant of games which had an end credits roll, but also looped.
Games were considered broken if it was possible to score endlessly without any risk of triggering score recording.
Pay per game gaming (or home computer/console gaming) deviated from arcade gaming almost at the beginning. Since there was no pressure to rotate players on the machine, play at your own pace became common, and led to broken, boring and eventually forgotten scoring (e.g. re-spawning enemies worth points). Since saving was possible, 1 credit play went out the window.
Somehow, scoring came back to the mainstream in the form of ranking. I haven't dug into the exact history here, but it seemed to have happened in carefully designed niche hardcore games in the mid 90s (e.g. the Firemen), and somehow filtered through to the mainstream with Resident Evil and its children e.g. Devil May Cry etc. in the 00s.
1 credit play never came back to the mainstream, although miraculously at least 2 games with 1 credit play got some mainstream attention in the early 00s: Treasure's Ikaruga and Sin and Punishment. The interesting thing about the latter is that it features saving as a suspend and resume feature, which IIRC resets your score.
If you look at today's so called "hardcore" games, whether they can be played for score or simply the clear, you will see they follow a segmented format. Namely, they allow the player to replay segments either fixed by the game (e.g. levels in Cuphead or chapters in Bayonetta) or managed by the player themselves (saves) either in a controlled manner (save points, checkpoints, limited saves) or completely freely.
What's more many of these games give the player an escape hatch. Let's take the poster boy for modern hardcore gaming - Dark Souls. If you can't clear a gauntlet from one bonfire to the next, you can just reduce the difficulty by grinding for ore or souls. There's no score, nor is a clear time recorded (IIRC), so there's no difference (from the game's point of view) from a player who grinds and does not. Likewise for the "hardcore" tactics game Valkyria Chronicles, where you can grind skirmishes and then proceed to trivially get A ranks in story missions. Another common loop hole is abusing suspend resume check pointing to circumvent fixed segments (e.g. exiting to menu if you break your chain during a Bayonetta chapter).
Yet even with segmentation and loop holes, many players complain about the difficulty of today's mainstream "hardcore" games. Which are not that "hardcore" at all, and also less mainstream than they should be.
True hardcore games (those that kept the middle or late variant arcade format) have been relegated to niche genres and indie efforts.