Thursday, May 9, 2013
Could tech innovation drive an arcade revival?

Could tech innovation drive an arcade revival?

Out-of-home gaming has been in decline for decades – but new technologies may be more suited to arcades than to living rooms.

It’s ancient history now, but once upon a time, if you wanted to play the most recent and most interesting games, you had to get up, leave the house and make your way to an arcade. Games consoles and home computers lived further down the food chain, their owners waiting for often sub-par versions of glorious arcade hits to be released on home systems. The real experience happened in an arcade.

Even to those who experienced that era, it’s a little hard to believe when you look at the sad remnants of their former glory which remain. Even in supposedly arcade-mad Japan, games generally find themselves wedged ignominiously in between gambling machines occupied by middle-aged chain-smokers and UFO Catcher booths promising, but rarely delivering, stuffed toys and sweets for bored teens on dates. In western countries, sad, lonely fighting game machines are just stuffed in where “arcade” owners ran out of fruit machines to install.

“the accelerating pace of technological progress turned the size and expense of arcade machines into a liability rather than an advantage”

The reasons for this change are fundamentally technological. Arcade machines are big, bulky and expensive to move or replace. Once, that meant that they were vastly more powerful than home systems – but the accelerating pace of technological progress turned the size and expense of arcade machines into a liability rather than an advantage. Cheap, rapidly updated computers and consoles (and eventually even phones) first matched and then far outstripped the processing capabilities of big arcade cabinets. Rapid updates in graphics, processing, storage, networking, controls and screen resolutions were comfortably adopted by the home market, the costs buffered by cheap, cheerful hardware and absorbed by the wallets of millions of consumers. Arcade operators, faced with replacing large numbers of huge, expensive systems in order to keep track of such changes, fell behind completely.

Social factors either exacerbated or softened this blow, but these were highly region dependent. In Japan, where small family living spaces have engendered a culture in which many social activities are carried out external to the home, arcades persisted as date spots, as places to hang out with friends and – perhaps most importantly – as a venue for games too large, too noisy or too intrusive to be played in a small family home. In parts of the West, though, social factors intervened to hasten the decline, with a perception of arcades as “seedy” venues (in the grand tradition of pool halls and their ilk) discouraging many potential players, while regions with legalised gambling were quick to drop videogames in favour of more profitable slot machines.

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About Ernice Gilbert

Ernice Gilbert here. Founder and Editor-In-Chief of Gamesthirst. Thanks for stopping by, make yourself at home!
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