Game Room:
The Virtual State
of Reality and Sega
by
Michael Getlan
Among the growing entertainment offerings that advancing
technology is allowing, I find the most disappointing to be
what is commonly thought of as virtual reality. Although introduced
far too early in the mid-eighties, when the medium was considered
a product in and of itself, the public perception has yet
to catch up with the reality that for the most part VR is
still only offering home computer software and adapted versions
of old coin-operated games as content. Only a few companies
are struggling to create new games for use in this media.
The search for content has, of course, been the Holy
Grail of all media arts. Adapting coin-operated game software,
which the company Virtuality has done through licensing agreements
with original manufacturers of such products, made sense because
at least these software products, unlike home computer software,
were designed for pay-as-you-go operation. Unfortunately,
it was often a case of too little, too late.
The home game software that is so easily adapted,
is designed for pay first, play later, which is fine when
the software is taken home to a home computer, but fails miserably
to entice the average facility game player to continue to
play, or try again. Virtual reality systems that depend on
this type of software typically satisfy only the most transient
of guests.
Most virtual reality systems fail in a local
market, where great game play is the draw for local players.
That is why it is so important to customize equipment purchases
to your local market and your own mix of guests. It is so
important that manufacturers, skilled in the development of
successful arcade pay-as-you-go software, design new and different
game platforms for our local game rooms.
Therefore, I am looking to the new Sega GameWorks
for the answers to better game play as opposed to anticipating,
as many are doing now with apparent concern, their development
as a competitor in the marketplace.
I flew out to Las Vegas in early May to enjoy the
opening of a competitor with tremendous marketing ability
and a well of creativity to draw upon. The new Sega GameWorks
Las Vegas is very impressive, requiring more than $25 million
in investment and it is not coming to a neighborhood near
you in the mega-format of the Las Vegas facility, unless you
live in one of the few remaining major markets.
Sega GameWorks will be opening many facilities, by
their own admission, but most will be smaller game rooms in
more realistic marketplaces. The exciting thing, in my opinion,
is the possibility of new games and game platforms that GameWorks
is developing for their own facilities.
Almost all the games operating in May were standard
Sega (and other manufacturers) games, although many were in
deluxe configurations. There was one new platform working,
of the three new platforms presently scheduled for this facility,
called GameArc, and eight-player platform arranged in a circle
with curved projection screens, surround sound, and networking
capability.
GameArc is waiting for custom software designed by
GameWorks, so it is running the home game Descent at
this time. This configuration will work for a while, in this
most transient of markets, giving time for software to catch
up to hardware development.
Vertical Reality, another new platform concept designed
to take players up a vertical structure, was not operating
at opening. Neither was the "secret" room, designed by Steven
Spielberg, which is several months away from opening. GameWorks
Las Vegas also features a rock-climbing experience designed
to increase the length of sty at the facility.
Imitation being the greatest form of flattery, these
new platforms, if successful, will undoubtedly spawn many
new versions from other manufacturers. These should end up
creating more exciting game play for facilities everywhere,
although there will be a time lag before they reach the local
level.
This is very important for our industry, as these
new platforms represent some of the latest innovations at
this time. And innovation is the only thing that will keep
our customers interested in what is now a seriously maturing
industry.
Sega GameWorks, which in word and deed is actively
seeking to establish its role as a major player in the creativity
game, will be forced to design and introduce new product concepts
for its smaller facilities. Or perhaps the company will become
just another arcade operator in its smaller markets. And,
according to company officials, GameWorks seeks to revolutionize
entertainment. I am glad someone is trying to do so.
For that is what the industry needs; in a been there,
done that world, our customers want something new. And I,
like many of my fellow amusement operators, depend on the
manufacturing segment of this industry to develop new products
for my use and the enjoyment of my guests. The introduction
and growth of GameWorks should be high on your list of things
to watch. Stay tuned!
Reprinted with the permission of FUN WORLD August 1997
© 1997 Amusement Consultants, Ltd. All Rights Reserved.