Arcade design is represented and cherished in modern times, but it happens devoid of literacy and experience in where that comes from.You will see people coming up with all kinds of things, like nuzlocke runs, finding all kinds of ways to arbitrarily turn games into more skill-based experiences.All of that has its roots in arcade design and never really lost relevancy, but the moment you look at Rail Shooters, Nintendo had all the levity.Nintendo makes a really damn good railshooter that kicks the living shit out of either Panzer Dragoons, in terms of scoring,but the large majority of Nintendo fans, who started playing SF64 weren't and still aren't interested in its core design. It's why I call it astroturf.Zero never had a chance, neither does Star Fox as a whole. Shmups are back, the deadest of genres, and yet it's healthier than a Nintendo franchise. You could make the best F-Zero/Star Fox/Wave Race game ever, made in its predecessor's image. It would never be enough.Gamers don't have the kind of relationship with replay value that 90's Nintendo/AV made games in mind with.A lot needs to happen culturally to inspire people towards familiarizing themselves with,and even crave an experience rooted in, that context. (arcade design)"I want cheaper, shorter games, with worse graphics, more sustainable development and I'm not kidding."You can't do any of that when the majority of people come from that era of Nintendo fans,who were happy to see Star Fox turn into a Ubisoft Toys-To-Life AssCreed Tower game,or think the only way to save the series is "do what XYZ 3rd Party entry did but betterer and biggerer this time!".You gotta re-introduce missing context in design philosophy and appeal to the average Switch owner.
>>12485112>>12483329 >>12479452>>12473819For what purpose