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114 points

It turns out that, just like fancy graphics, not constantly trying to empty your customers pockets actually represents some kind of economic value. The ironic thing is so many of these old games were literally designed to steal your quarters.

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67 points
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Well, only the arcade versions of games were designed to steal your quarters. The home console versions were much better about not harassing your wallet.

For instance, Gauntlet Legends on its arcade cabinet hardware drained your health at a consistent time based rate. Add more quarters to gain more health. All home console versions abolished this health drain mechanic.

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30 points

That’s mostly true, except for games made specifically harder so that you’d have to rent them multiple times (eg: ActRaiser 2 NTSC-U/C / SNES is much harder than its NTSC-J / SFC counterpart).

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27 points

games made specifically harder so that you’d have to rent them multiple times

Fucking BattleToads

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8 points

That’s mostly true, except for games made specifically harder so that you’d have to rent them multiple times

Wait this was a thing game designers actually to into account? I’ve never heard this

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6 points

The game companies also wanted gamers to call their hotline if they get stuck, where they would charge by the minute to give tips (and they weren’t known for their brief calls).

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6 points

Except there were so many Japanese games not brought to the west because they were deemed too difficult for western gamers.

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3 points

Did game companies get royalties from rentals? I though the idea was that you’d want to buy it if you couldn’t beat it in a rental period

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2 points

But is making a game harder to discourage rental and encourge purchasing stealing your quarters? Id argue no. You still get value if you renting the game, and the idea of rentals is really that if you like it then you pay to own it.

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