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> Video game companies still remember when they owned the arcade machines and players were required to constantly insert money into the machines to keep playing.

I know Sega and Namco operated some arcades, but mostly companies sold arcade machines and operators ran them. Coin boxes didn't connect to the developer except that games with good earnings sold well.



A per-play revenue share is not uncommon in some markets, especially for games with frequent updates or more complicated network features.


This is why so many machines now have accounts and global saved progress. It provides actual value for the player, to be able to pick up their saved progress (e.g. on a rhythm game with thousands of songs on it), but it also means the arcade is beholden to the game manufacturer for an expected feature, and pays for that on an ongoing basis.




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