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japanese_game_service_model [2025/04/10 21:26] – created particlesjapanese_game_service_model [2025/04/10 21:38] (current) – [(the modern) Japanese arcade game service model] particles
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   * Network update functionality. Users of these networks can receive game hot fixes and patches, as well as content updates, seamlessly over the internet.   * Network update functionality. Users of these networks can receive game hot fixes and patches, as well as content updates, seamlessly over the internet.
-  * Profile save data. Users can login to network services using an Amusement IC(((Amusement IC is an interoperability standard for Amusement operators in Japan. The basic premise is that instead of having one game card for Konami, Sega, Taito, and Namco, you can just have one of the compatible cards or a compatible phone, and then use just that for all companies.))) compatible mobile phone, network compatible mobile phone, or network compatible game card (including Amusement IC). Networked save data means that the amusement company owns the customer, and therefore, the customer can use their data anywhere the cabinets are.+  * Profile save data. Users can login to network services using an Amusement IC((Amusement IC is an interoperability standard for Amusement operators in Japan. The basic premise is that instead of having one game card for Konami, Sega, Taito, and Namco, you can just have one of the compatible cards or a compatible phone, and then use just that for all companies.)) compatible mobile phone, network compatible mobile phone, or network compatible game card (including Amusement IC). Networked save data means that the amusement company owns the customer, and therefore, the customer can use their data anywhere the cabinets are.
   * Social functionality, like leaderboards, friend/rival relationships between players, online network play between players and with other players, and chat messaging.   * Social functionality, like leaderboards, friend/rival relationships between players, online network play between players and with other players, and chat messaging.
   * Internet portal functionality. Many games include online portals with services that enable viewing data from the game or interacting with the game outside of the arcade.   * Internet portal functionality. Many games include online portals with services that enable viewing data from the game or interacting with the game outside of the arcade.
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 This is almost the live service model for video games, except that unlike the live service model, coin-operated games are still fundamentally charging per play in some way or another. The game has to be fun, or at least lucrative enough for players to return to it, or it will die. In F2P games, users are often exploited psychologically into gambling or spending money on micro-transactions. In arcade games, users pay for a fixed amount of entertainment. At 100-200 yen per play, Japanese games are often on economic parity with going to the movies, and are a far better value than paying for F2P gacha games. This is almost the live service model for video games, except that unlike the live service model, coin-operated games are still fundamentally charging per play in some way or another. The game has to be fun, or at least lucrative enough for players to return to it, or it will die. In F2P games, users are often exploited psychologically into gambling or spending money on micro-transactions. In arcade games, users pay for a fixed amount of entertainment. At 100-200 yen per play, Japanese games are often on economic parity with going to the movies, and are a far better value than paying for F2P gacha games.
  
-Many people find issue with the DRM aspect of these games. Why should games require network service to boot and operate? The answer is simple: the vast majority of these games are not original works, and rely on external IP. It is not cost efficient to procure perpetual licenses for products. With some minor exceptions, music, art, and other products are DRM controlled because they cost money to license, and it's easier to structure it so that royalties are paid per-play, rather than in a lump sum for amusement companies.+Many people find issue with the DRM aspect of these games. Why should games require network service to boot and operate? The answer is simple: the vast majority of these games are not original works, and rely on external IP. It is not cost efficient to procure perpetual licenses for many of these products. With some minor exceptions, music, art, and other products are DRM controlled because they cost money to license, and it's easier to structure it so that royalties are paid per-play, rather than in a lump sum for amusement companies
 + 
 +Note that some companies, like Konami, run services for games that are effectively dead. These games have offline support, but operators can pay for service. It is typically the case that once a game is no longer popular, it will lose network service and be given updates or patches to function offline, or the cabinet itself will be converted to a different game. 
 + 
 +===== Public knowledge things we know ===== 
 + 
 +  * At least one operator has documented SEGA's service model: pay-as-you-go. We know that [[Performai]] games like [[maimai でらっくす]] operate by way of paying per play. Operators are not charged any significant recurring costs for the machine after purchase excepting things like parts. 
 +  * Some games operate on a service model where updates are paid for instead of plays. 
 +  * At least one operator has documented that Koanmi has a penalty for removal of some cabinets once they're installed if within the first year. This shows that the contracts can vary between games, and effectively bind arcade operators to games so they don't just drop them immediately.
japanese_game_service_model.1744287972.txt.gz · Last modified: 2025/04/10 21:26 by particles