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Games

Developer Panel Asks Whether AAA Games Are Too Long 342

Gamespot reports on a discussion at the Develop 2011 conference in which a panel of game designers debated whether recent big-budget releases like Heavy Rain and L.A. Noire were too long for a typical gamer's taste. Quoting: "'Gamers are losing patience,' said [Alexis Kennedy of Failbetter Games], when asked about his own experiences with Heavy Rain, 'so many people don't reach the end and lose the full impact of the story.' He wasn't complimentary of its narrative either, questioning the benefit of basing a game on long-form narrative such as film, resulting in a 'bastardized' storyline that doesn't quite work. ... The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. Since gamers are paying less money, there's less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged."
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Developer Panel Asks Whether AAA Games Are Too Long

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  • "There are people who role-play zero percent; they're dull f***ers. The people who role-play 100 percent; they're mental." Alexis Kennedy on how role-playing can influence a player's experience of narrative.

    Hopefully the conversation then shifted to that middle range of 0%<X<100% role-playing where 99% of their paying customers exist. It's not really a binary feature ... I'm not talking like an idiot but every now and then it's fun to pretend in my mind just to get away from the real world for a few hours. Like watching a movie or reading a book, I'm not dressing up like the characters but I do enjoy reading books and imagining the story in my mind.

    I think length is much less of a problem than the forced narrative. My own anecdote causes me to wonder just how much the market of gaming has shift since I was a kid. I played Gauntlet endlessly and it had little to no story arc and was nearly impossible to finish yet provided me endless entertainment. Even games that had a story arc -- like Final Fantasy -- allowed me to explore and dick around for as long as I wanted to. What I cannot comprehend is why games now have moved away from that to a relative straight jacket and lack of freedom. The most recent Final Fantasy (13) was a real eye opener for me. They simply don't make my kind of games anymore. I just figured that the market for people who like these forced story-lined games must be far larger than the market I exist in. Or maybe game developers are just lazy and a forced storyline is far easier to code and debug than an open world.

    If you wonder why World of Warcraft has such a large and loyal player base, it's probably because there's not a lot of other games to satisfy the explore and dick around urges that were once filled by console or even offline single player PC games. You can have your long-form narratives but I know myself and many of my friends will just stick to games like Oblivion and Diablo.

    I'll admit my enjoyment of video games seems unconventional. I could spend hours making blaster schematics and roping people into setting up buildings for me in Star Wars Galaxies and then flooding the markets with cheap blasters bearing my character's name. I didn't really make anything off of this, I just loved the concept. When you open games up to achieve some sort of tangential enjoyment like that, I think you provide more originality than any murder mystery with a surprise twist could provide for me.

  • Yes (Score:5, Interesting)

    by Spad ( 470073 ) <slashdot AT spad DOT co DOT uk> on Wednesday July 20, 2011 @06:49AM (#36821260) Homepage

    In the same way that Youtube has meant that people no longer want to watch feature-length movies any more.

    I know this is a crazy statement to make but there is actually room in the market for more than one kind of thing. You can have 5 minute long iPhone games and pointless 1-click "social" games as well as, you know, games that have some depth and character to them.

    Personally, I like long games that have time to build a decent plot and develop the characters.

  • Re:Yes (Score:4, Interesting)

    by delinear ( 991444 ) on Wednesday July 20, 2011 @07:19AM (#36821432)
    Agreed - the big problem is not the type of games that get made, it's how they're marketed. Heavy Rain is a prime example - it was so heavily hyped by the media before its launch that everyone ran out to buy it. Not everyone enjoyed it, some people want different things from games. What games companies need to do is get better at marketing to the people who will enjoy their game and stop trying to sell it to the whole market. We all know it's nice to make a blockbuster and get rich off the back of it, but that's a much riskier strategy than sticking to your niche and being known amongst fans of said niche for being good at it.
  • by Eraesr ( 1629799 ) on Wednesday July 20, 2011 @07:43AM (#36821588) Homepage
    The problem isn't that games are too long, it's that there's too many of them I want to play. And I'm no student with too much time on my hands anymore, so I just can't keep up with all these games. The result is that I have to cherry pick my games among them which means that some developers won't get my money because I chose other games even though I still wanted to play their game.

    So in that sense it's probably true that if game developers made 2 hour games (or more realistically, something that takes about 8 - 10 hours) for 30 bucks a pop I'd be playing more games than I do now and my gaming money would be spread across more developers.
  • by derGoldstein ( 1494129 ) on Wednesday July 20, 2011 @08:08AM (#36821746) Homepage
    Well, we're assuming that the length of a game means that if you play "diligently" from the beginning it'll take you a certain amount of time to finish the game. Here are a few issues that come to mind:

    1) Game environment -- e.g Portal 2. Many people treated the game as a race, or a kind of test. It took me about 12 hours to finish it. When I tell people that, those who treated the game like a test almost laugh (some say they finished in 5 hours, which I'm not even sure is technically possible), while others say they explored every nook and cranny and it took them 15 hours or more. I actually did take my time to explore, but I didn't find at least two or three very interesting hidden clues which, I learned later, I just walked by.

    2) Non-linear content -- e.g The Witcher 2 (and other RPGs, but especially the Witcher 2). If you only complete the game once, then no matter what choices you took, you don't have the whole picture. Never mind that you could have taken different paths, and in doing so changed how the game progresses and ends. If you only played once then you don't know all that there is to know, and you've only "consumed" about 60% of the game. Having said that, if, once you finish the game for the first time, you don't get the itch to play it (*at least*) one more time in order to explore the "what ifs", then the game simply wasn't for you. Which if fine, but you probably should have known that about yourself when you picked a "hardcore" RPG.

    3) Gaming style -- Crysis 2. I actually didn't play the game, since FPSs aren't by cup of tea, but I heard the following many times: "I used stealth a lot, and felt like by doing so I missed out on much of the gameplay". This isn't quite the same as the previous example, since in this case you *did* go through the entire rail, but you used a particular gaming style -- stealth. This time the replay value depends on whether you enjoyed the game enough to do it over and play differently, even if the game has already shown you everything it had to show you. There isn't an easy answer for this one, IMO, since if you bought the game then you *are* an FPS fan, so it really becomes a question of personal taste.

    In the above 3 examples the game "contains" the production value that warrants a $50-60 price tag, but it's up to you if you actually see/consume it all, regardless of whether you've completed the game.
    Finally, here's my point (well, part of my point...): What if you *could* finish the game in 2 hours, even on your first playthrough, and the rest of the game's content could only be encountered in replays? I'm not talking about Civilization or Sim games, I mean a game where you make decisions to guide a narrative. I suppose one answer would be "it depends on how good the game is", but then that's *always* the way you gauge if a game was worth the money, and you can only do so after you've finished it.
  • by jitterman ( 987991 ) on Wednesday July 20, 2011 @08:44AM (#36822062)
    It also assumes that you enjoy the multiplayer experience. I used to love it as a younger gamer (in my 20s & early 30s), but I don't get out of it what I used to. Tastes change with age. I'm not denying the value of multiplayer, but it doesn't appeal the same way across the board to everyone; for my money, the fun is in succeeding in finishing the single-player campaign feeling like gameplay was engrossing and the story line was intriguing enough to hold my attention.

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