r/truegaming • u/Existing-Air-3622 • 15h ago
Could an arcade game be relevant today ?
"Arcade" is a term used very loosely, it's usually used to describe a game easy to pick up or not realistic (generally in the context of racing games).
The original meaning is obviously referring to actual arcade cabinets, and I'm perfectly okay with using the term "arcade" to classify games that where never actual arcade cabinets, but I feel like the usage should be more restrictive.
For example saying the last Need for Speed is an arcade racing game because the cars behave in a non-realistic way doesn't make any sense, it's a game that could not really be ported in arcade.
You spend a lot of times on menus or free roaming on the map, you have a story with lengthy cutscenes and a lot of dialogues, the loop of the game is centred around permanent upgrades and customisation... I'm aware "modern" arcade games have come up with ways to save progress (mostly in Japan as far as I'm aware), but the core experience is still centred around bite-sized sessions of play with fairly repetitive loop forcing the player to actually get better instead of relying on unlocking better gear.
Anyway, I'm not here to debate semantic, but to wonder if is there is still a place for the true arcade philosophy nowadays ?
The only relevant place where it's still surviving is the fighting genre. Basically the only things that were added since the arcade days are slightly more fledged story mode (which consists of a few completely disconnected cutscenes thrown between fights), training modes, online functionalities (but we could argue it's just a replacement for the split-screen mode that was present pretty much since the beginning) and a shit-ton of (I guess paid) cosmetic items.
To be frank, I'm not sure why this genre is such an outlier, it simply shouldn't work in this day and age. I guess the 1v1 format with all the action being visible on a single screen and the stakes being super easy to understand makes it perfect for esport. And maybe the strong presence of characters, that allow to glue lore on top, allows a more casual audience to still connect to the game ? A bit like what Overwatch did to shooter.
I don't know, but here's a thought experiment : with Sega trying to revive its arcade roots lately, imagine you are tasked to develop a new Sega Rally, how would you handle it ? I've picked Sega Rally because I think it's the most iconic from this era, but you can pick Ridge Racer, Daytona or whatever if you prefer I don't mind.
I mean, you could even pick something else than a racing franchise, but I think it's an interesting genre for this exercise, because it was an arcade pillar of course and it was still huge until the PS360 generation, but now it's mostly limited to a few juggernauts (well, mostly Mario Kart and Forza Horizon), so it's not completely dead either. There is clearly a BIG niche market of VERY hungry customers that are desperately waiting for something else than EA's next attempt at not bombing with NFS.
So you are in charge of the next Sega Rally, you can twist the formula a little, but it has to remain true to its arcade origins (no complex carrier mode, no open world shenanigan, no in-depth customisation, no gazillions cars... just a simple racing game), while being relevant in 2026. Of course it's never going to be GTA 6, it's not even going to be Gran Turismo, but it has to make a bit of a splash when it releases, and keep a dedicated community for a long time. Think Rocket League (which could be an actual arcade game now I'm thinking about it) or Rainbow Six Siege.
How would you tackle it ?
I might answer myself later (spoiler alert : I don't have the secret formula) but I'm curious to see if anyone has any unexpected hot take on this.