Today some people evaluate games based on their length (e.g. 30+hours), map size (e.g. 40-60 sq. km), etc., so it made me wonder what metrics people may have used for arcade games.

34 points
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How fun the game was at the cost of a credit.

If the game was not fun enough to justify spending the nickel/quarter to play, then it was a bad game.

The really good games were known in my area as the “quarter guzzlers.” Because they were extremely fun, but still hard, meaning you wanted to keep playing at the cost of the quarter or credit per play. And you’d end up dumping multiple dollars into the machine before you knew it.

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30 points

For players, the length of play you’d likely get out of a single credit.

For owners, the amount of money a given cabinet could make, on average, per week.

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17 points
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Also, units of fun earned while watching other people play.

One nice thing about an arcade is that you can see regular people (not streamers/professionals/actors) interacting with a game, and notice subtleties that aren’t represented in a bullet list or trailer video.

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4 points

That’s what I was thinking might be the case for players, alongside the fun/new factors Jordan mentions. Thanks for the reply!

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21 points

Whether it was a “quarter eater” or not was a big one. Some games were seen as having unfair levels of difficulty that were just designed to take your money. Take something like Haunted Castle as an example.

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19 points

There wasn’t much thought behind it other than “is it fun” or “is it new”.

There was huge word of mouth whenever a new machine dropped and kids would ride their bikes from store to store to see the new ones.

This was before arcades started collecting them. Arcade machines were just at the local bars, Pizza shops, 7-11s, and grocery stores.

Bars would set them up in non-age restricted areas so kids could play.

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7 points

Quarters?

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