On the Pointlessness of "Hours of Gameplay" 121
KaiEl writes "An article on TotalVideoGames is quoting Rockstar Games co-founder Dan Houser as saying Grand Theft Auto: San Andreas will have 150 hours of gameplay. That's all well and good, but what does it really mean? The way I see it, a game that I enjoy for 20 hours is much better than a game that I hate for 150. So why the obsession in video game media with quantifying gameplay time?"
Quantity + Quality over Quality (Score:5, Insightful)
While I agree with this statement, what about a game that you enjoy for the first 30 hours, and then hate for the next 120 over a game that you enjoy for 20 hours. I'm looking forward to this game because of the vast amount of things I expect I'll be able to do. I'm guessing with all of the options there's only a slim chance I'll hate it right off the bat... I'm sure I'll get bored with it eventually just like the other 2 gta 3's, but if it provides me a decent amount of fun before it hits the repetitive wall I will consider it a good buy.
stupid (Score:4, Insightful)
Optional hours of gameplay (Score:3, Insightful)
But if you are like me you probably will do all the side missions. And you will enjoy them too.
Yet another number that doesn't mean anything. (Score:5, Insightful)
What are they measuring? One playthrough with everything? I doubt it, for the same reason as above. I get the impression that there are enough side paths that it will take you multiple passes through the game, and that will total 150 hours. Compare to the average MMORPG, if you go all the way to endgame content. Compare to, actually, most games with multiple paths.
And the most important point... play time varies by player.
Value (Score:2, Insightful)
Maybe that was unrelated, but the bottom line is that if your box says 150 hours and it costs $50, the penny-pinching gamer with no job will think "cost-efficient." A game that costs less than 50 cents per hour! Money money money.
Why? (Score:3, Insightful)
I spent 100 hours on Knights of the Old Republic and loved every minute of it. I spent about 15 hours on Panzer Dragoon Orta and loved every minute of it. I spent $50 for both. Which one was the "better" value? Well, I can buy KOTOR2 with confidence, because the first one gave me so many hours of enjoyment.
I think most game developers aren't obsessing about game length, because they know the same thing you do, a game needs to be fun. But would a press release of "This game is fun" get any attention?
Re:I'd still rather... (Score:2, Insightful)
Adding numerous ways to complete levels, optional/hidden items, and perhaps even multiple routes through the game makes it much more fun to go back and play it again. If a game is only good for one play-through before its gameplay is completely exhausted, I would be reluctant to shell out my cash for it.
The players asked for more game hours (Score:3, Insightful)
It started meaning something (Score:5, Insightful)
A lot of RPG's at the time were suffering from being too short to satiate the player. I remember beating Dragon's Quest in about 4 hours. I also remember the week that I dedicated to beating the original XenoGears in one sitting. I slept on the couch, through 70 hours of gameplay... and the game they shipped wasn't even finished. I could see a fully implemented version of Xenogears reaching near to the 150 mark, and it would have been a damned good ride too.
Furthermore, play time is a metric that all video game developers must use. If you are creating an FPS with 10 levels, each level being 5 sections long and each section taking 5 minutes to complete, if the player has to restart every level once, how much gameplay are you really providing them? In this case, 500 minutes, or about 8 hours. Add in another two hours for setup, cinematics, and (sigh) loading, and you have a 10 hour game. You had better think seriously about your lead programmer's suggestion for implementing cooperative multiplayer, because you're going to need the meat.
That's not to say that the metric has gotten out of hand. I can SAY that the game I'm developing has about 1,200 hours of gameplay, but the fact of the matter is that's just a lie. The problem is that the metric is A: unverifiable and B: linear. Hence, if someone else says "40 hours of gameplay," I must say "50 hours of gameplay," or I'll be second-string. Just ratchet that puppy up: nobody will know the difference.
Of course play time is not a good indicator of quality... Metal Gear Solid was just 10 hours long.
Re:Yet another number that doesn't mean anything. (Score:3, Insightful)
Morrowind's creators claimed that there were about 300 hours of content in the entire game *before* the expansions were released. (They attributed the game's 6-year development period to this, and said maybe they went a bit overboard.) If you fly through the game the first time, you can finish in a lot less than that (probably the 50-60 hours a compelling mere mortal RPG will take), but if you take the time to smell the roses, advance your character's reputation, etc., it will definitely take you at least 150 hours to play, and not necessarily on multiple playthroughs.
I'm not sure it actually took me 300 hours to do everything - though I bet I missed some stuff - but I'm pretty sure it was more than 150. And I enjoyed it all.
Re:Quantity + Quality over Quality (Score:3, Insightful)