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Do we need the Video Arcade to push the boundaries of Video ...

Author: Cheryl

Jun. 09, 2025

Do we need the Video Arcade to push the boundaries of Video ...


There was a period in history around the 70’s to 90’s when to see the latest in computer video games you would go to the Video Arcade.

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Only Arcade machines had the next generation custom hardware needed to run next generation computer games.

In a way these Arcades were test labs for next generation games that lived or died depending on how well they got people to keep putting money into them.

The thing is they existed in an age when if you wanted more sprites, colours or sounds you needed better faster hardware. They were at the cutting edge of technology.

Also the makers of these machines did not need to produce millions of machines per a region they only needed thousands or tens of thousands to populate a countries arcades with their machines.

Now we have come a long way in processing and graphical power since then but we are also not seeing the hardware diversification that they had then. Are we missing this from modern games development?

Look at Unity it runs on lots of ‘Hardware Platforms’ but really we are only talking a few different chipsets with very similar configurations.

Are there games that we could make but cannot because of the locked in nature of our hardware platforms?

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Could the resurgence of maker communities be applied to game development hardware in ways we could not imagine with our current hardware ecosystems?

Does AR/VR need the Arcade space or the modern equivalent to adapt, grow, evolve and improve?

Yes, but the Switch can’t replace an arcade space.

This is something that always frustrates me. Someone says arcade, and everyone’s mind just seems to automatically gravitate to a big room filled with machines and people standing in front of them slapping buttons. Some people throw out the idea of using high-end VR. But all of this misses the point. Even the modern “bar-cade” is a step in the wrong direction. They’re banking more on nostalgia and liquor sales than actual game design.

What we need are games that actively require and encourage interaction between players in a social space. We have smartphones and cheap tablets now, we don’t have to rely on just joysticks and cherry switches. We have local Wi-Fi networks, we don’t have to force people to be tethered to one spot, staring at one screen.

I’m imagining a local-area multi-player RPG. Some information for the game would be displayed on screens at the location, but most of the individual interactions would take place on your smartphone. The design of the game would specifically require that players group up in order to avoid dying. All of the persistent data for the game would be unique to that one location. If you played the game anywhere else you would be stepping into a different world. Changes you make to the game world at that location would be your changes, and other local players would know about them and become familiar with them. The local proprietor could craft specific quests and/or NPCs for their regular customers to interact with.

The monetization model would also have to change. A place like this could simply have a reasonably low cover-charge for coming in. Regulars would have the option to pay in advance for a year-long pass, allowing them to ignore the cover charge. People who are just curious or are from out-of-town would just pay the cover charge. Playing the game itself would cost you nothing, though there could be some micro-transaction options, not necessarily saying no to that. And for a space like this, a restaurant or café for providing refreshments to help pay the bills would be entirely reasonable.

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