"The business model of arcades— I don't know how it will be replicated ever again, but it created such an interesting category of games, just based on the unique features of it. And I think it's one of the few places where the business model of the arcades really forced this type of design that was— I call it "lean and explosive". [I say] "lean" because you have to push players along to the interesting parts of the game as quickly as possible. And you just don't see that in modern gaming and modern game development. [...] And I say "explosive" because they don't save anything for the end. The experiences are quite short: to play through an arcade game, it's 30 minutes to an hour, tops, for the longer arcade games. And you don't want to save anything for the end because players are renting the game a quarter at a time. And so, starting with Stage 1, you've got to put it all out on the table, while still — in the later parts of the game — giving people something to look forward to. And I think that has been very influential on Spelunky 1 and 2, and it's just a type of design I really enjoy."
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