The Happy Medium Of Game Length 64
1up.com has a piece looking at the changing variable of game length, and current gamer tastes when it comes to time investment. From the article: "For better or worse, one of the main ways gamers size up a game's value is by length. After all, an RPG that promises 40 hours of gameplay must be superior to one that offers a mere 20, right? Not quite. The fallacies here are obvious enough. For example, what good is 40 hours of content if only 20 are worth paying attention to? Or what if a game takes ten hours to run through, but is eminently replayable? Despite these and other valid arguments, many gamers, especially in recent years, have subscribed to the 'longer is better' school of thought, without really considering what 'longer' actually means."
Less Is More (Score:5, Insightful)
Re:Less Is More (Score:4, Insightful)
Re:Less Is More (Score:2)
And, honestly, looking back on "short" games (anything around 20 hours or less), some of those have been the best. ICO, the one game that's unquestionably a work of art, clocks in at around 9 hours the first time through, and that's figur
Re:Less Is More (Score:2)
Re:Less Is More (Score:2)
Re:Less Is More (Score:2)
Re:Less Is More (Score:1)
Re:Less Is More (Score:1)
Short but sweet (Score:3, Interesting)
Re:Short but sweet (Score:2)
Re:Short but sweet (Score:3, Insightful)
Re:Short but sweet (Score:2)
I only tend to play once every couple of weeks, so with RPGs much of that time is wandering around in confusion trying to remember what I'm supposed to be doing...
Re:Short but sweet (Score:1)
Re:Short but sweet (Score:1)
Graphics before game (Score:3, Interesting)
After this it seems like a lot of games have chosen to focus more on improving the graphics before adding more game. I suspect that this trend will continue to increase in certain regards with the next generation consoles. Developement costs are expected to increase, meaning that more things will have to be cut to stay within the budget. Higher resulotion also takes up more space on game discs, reducing the overall amount of content a company can include in a game.
However technology like Sony's Blu-Ray allow for a lot more content to be put in a game. If the next Grand Theft Auto game uses this space to its fullest we could easilly see a 300 hour epic in the making. However, on the whole, games seem to have gotten shorter. Every now and again you'll find a 10 hour game that seemed like it had the right amount of content, but usually people are just left wanting more.
Re:Graphics before game (Score:3, Insightful)
Re:Graphics before game (Score:2)
Games that actually have this start-progress-interlude-progress-finale, but it feels artificial. It feels that they had to stick it in like that so it'll be "epic", but eventually it turns out boring, short and generally not satisfying. Maybe simply because it's the same formula over and over. It was fun the first time around, it was fun even the 10 times afterwards. But at the 20th time, the formula just doesn't w
Re:Graphics before game (Score:2)
Part of my problem is that I enjoyed the old FF games for the story. My problem is that if a game starts taking me too long to beat (not having as much free time anymore doesn't help) and tries to cram too much story in, I begin to forget the pa
Re:Graphics before game (Score:2)
Re:Graphics before game (Score:2)
A 300 hour game would take at least 5 if not 10 times as long to program. Unless they charged proportionally more than the regular price of a game and still got a normal amount of sales, they would lose a bundle of cash.
Re:Graphics before game (Score:2)
It depends on the gamer, or more, their age. (Score:4, Insightful)
As a kid, I routinely found it annoying that a game would end after spending days and weeks play it. Nintendo games never seemed long enough, and while they were fun to play, finishing a game several times in a row seldom left you wanting to play it a gain.
I really got into RPG's in university when the genre really matured. This is when games actually offered an actual time limit, or rather, given ideal conditions, you would finish the game in x number of hours. Of course, RPG's are great if your the type that likes to hang back and battle baddies to improve your experince and skills, or get enough gold to buy premium equipment.
After leaving university (that protective cocoon where your life is planned out for you, you only think you have freedom) and got a job, I found that I wanted to spend less and less time playing games. Or rather, couldn't invest the same amount of time playing these games because of stupid things like a career and life. Bauldur's Gate came out shortly after I entered the job market, and after staying up well past 3am and having to go to work the next day, I realized I really couldn't spend that much time playing games.
Now, I find that any game that requires 40 hours to play a real turn off. For the most part, while I still pick up the odd RPG, after about 10 or so hours of game play, I find it boring and repetitive, so I stop playing. I don't think I have actually finished a game in over 5 years, like gum, I chew on it until the flavour runs out. You could keep on chewing on it, but any enjoyment you got out of it long since vanished.
As the gaming industry now entices 6 year olds to 50+ year olds , the real trick is to find a game concept that can keep you entertained for as long as you want. For young gamers that can waste the hours away, offer a game that allows for long extended gameplay, but for older players with lives and careers, allow the gameplay to be tuned for more rapid progress.
For the most part, I prefer open ended games, like racers, RTS, puzzle games, or simple-RPG's like Diablo or Dungeon Seige, where I don't feel like I have to finish the game, but can come back and enjoy the game at any time without too much worry about the story. Games like Neverwinter Nights, or other real RPG's I find I lose interest quickly, then feel like I have wasted my money
As long as the industry balances out offering games with scripted content, and open ended gameplay, I think there will be no problem, and will cater to young and not-so-young alike. But the first person that offers a variable length game concept, where you can add more or less content depending you how long you want to play the game for would be a real coup, this may re-invent the RPG industry.
Re:It depends on the gamer, or more, their age. (Score:1)
the real trick is to find a game concept that can keep you entertained for as long as you want. For young gamers that can waste the hours away, offer a game that allows for long extended gameplay, but for older players with lives and careers, allow the gameplay to be tuned for more rapid progress.
I think it's already happening, consider the example below:
Call of Duty/MoH
Re:It depends on the gamer, or more, their age. (Score:2)
Re:It depends on the gamer, or more, their age. (Score:2)
Actually, I found NWN to be perfect for my playing style. Create a fighter or barbarian or something and the game is pretty much a point-n-click hack-n-slash game. If you feel that the main campaign is too long, there're tons of 3-4 hour modules (or shorter or longer, depending on your mood) that people have made. Many of them are a perfect way to spend a crappy rainy day inside. Certai
More randomness in games is needed (Score:5, Insightful)
I think games with a large element of randomness lend themselves better to having a flexible playing length. Take a look at the Civilization series of games. With the latest installments, you can shorten or extend the length of a game by deciding how large the world will be and how many opponents you will have. Plus, with a randomly generated map, every game is different. However, this can backfire and lead to horrible tedium (e.g. *cough*Daggerfall*cough*).
I think the next greatest breakthrough in gaming will be the widespread creation game engines that can be tweaked for length of play and randomness. Imagine playing an FPS where the levels are always different and where you could determine how many levels need to played until you reach the end. Or an RPG where story elements and characters are randomly chosen or mixed up. Or a space exploration game where the universe is always different.
Yes, this kind of thing really increases the complexity of game design, and it can fail spectacularly if one is not careful, but I would definately like to see more games with the randomness and customizeability of Civilization III.
Re:More randomness in games is needed (Score:1)
Re:More randomness in games is needed (Score:1)
Or, perhaps, the story could remain static, but the levels could simply be somewhat random. e.g. "Your job is to infiltrate this factory and retrieve the secret plans from a hidden safe"...and the factory layout is different everytime you play it. It can be smaller or larger, depending on
Re:More randomness in games is needed (Score:2)
For a long time, I wished for a Super Mario Brothers game with randomly generated levels, but then it occurred to me that if such a beast existed, people would never have to buy another Mario game.
Re:More randomness in games is needed (Score:1)
Re:More randomness in games is needed (Score:2)
Re:More randomness in games is needed (Score:1)
Boy am I cynical on this... (Score:4, Insightful)
Total Annihilation was about right. Total Annihilation: Kingdoms struck me as a bit long. HL: Blue Shift left me feeling robbed by how fast it was over.
my RPG pet peeve (Score:3, Interesting)
First is a game implying there is time pressure (ie finish this chapter in time or else) when there is not. This makes it seem like you don't have time for all the side quests when actually you do (and in fact if you don't complete the side quests you don't have enough experience/equipment for the boss) which leads to my second peeve:
Having to gate in and out of the boss fight to recharge/get healed and gate back in to a boss who is still damaged. One should be able to deal with a boss without gating out 50 times... if a character isn't tough enough to take on the boss then either the boss is too tough for the game at that point or the character should get sent on a side quest to build some experience/get equipment before being allowed to face the boss.
I played to the end of Neverwinter Nights, couldn't handle the final fight (I get killed in seconds each time), I suspect because I didn't do enough of the side quests. Eh, it was fun while it lasted, but still, I think games should be designed with this sort of thing in mind.
Jack.
It's not that simple, IMHO (Score:2)
IMHO it says "you're _the_ one". Not "one of them". If you stop something in the last 2 seconds, it's fairly clear that if you fail there isn't much time for someone else to come do it. If there are 18 hours left on the countdown, hey, you could have called the bomb squad instead.
And then
Unreal and the like... (Score:1)
Then again, why would you need anything other than ScorchedEarth3D? Aim, Fire! Aim, Fire! Aim, Fire!....
qaulity of time spent (Score:1, Interesting)
It depends on what gameplay time consists of. (Score:3, Insightful)
Sly Cooper left me wanting more. I think I finished in around 10 hours, and I had gotten all the extra moves. I tried some of the time trials and decided the commentary wasn't worth the insane difficulty. I wanted more story, and I have no problem saying the game was great, but too short.
Sly 2 felt right to me. I finished this one in about 20 hours. Got all the moves again and had a great time doing it. Varied mission ovjectives, characters, and play styles kept the platformer from getting dull, and the story was decent enough for a platformer that I didn't think it dragged.
I-Ninja felt long to me despite my finish time of around 15 hours. Why? 2/3 of my play time was replaying levels to earn extra content. Most levels had to be played 3 times to completely finish them. Why couldn't I have unlocked optional levels that were different?
So the answer is this. Leave me wanting more, and the length doesn't matter. Don't pad your game with pointless fetch quests and if I'm going to unlock bonus levels, they shouldn't be the same as the mandatory levels.
Yet another "games are too long" article (Score:2)
Can we post something else yet, please?
Length is good if it delivers choice... (Score:2, Informative)
Re:Length is good if it delivers choice... (Score:1)
Riviera: The Promised Land is extremely linear, but I'm really engrossed in the story. I don't know if I'd feel the same if I could go wherever I wanted whenever I wanted.
Despite being a big game of dress-up, I think Final Fantasy X-2 is about as close as you're going to get
Games that deserve mention (Score:1)
On the other end of the RPG spectrum, there's Morrowind. I've racked up more hours on this game than any final fantasy game I've played (and that's saying so
Re:Games that deserve mention (Score:2)
Or for World of Warcraft (Score:2)
Boring meet X, kill Y of Z, go to W.
People are Funny... (Score:3)
"People like tangible things. Quantity is tangible; that's why people get lured into its false promises." --Jeff Reinecke
Down with scripts, up with dynamism (Score:2)
Things like SimCity, sports games, racing games, Tetris, puzzles, real time strategy.. you can hop into and out of those games. They match the way our spare time is structured these days. Lately I'm playing Wario Ware and Mario Kart on the GBA because I can just hop in and out for five minutes here and there.. most people nowadays don't have big blocks of time to
Length doesn't matter (Score:2)
Beside from that time is also pretty relative, 2 hours in FF:Tactics can feel short, while 10min in Ikaruga can feel quite lengthy, simply because a heck of a lot more is happening in Ikarug
Vagrant Story (Score:2)
Re:Vagrant Story (Score:1)
Vote with your dollars (Score:1)
If you want to see shorter games with more densely packed content, simply stop buying long games like Final Fantasy that have a zillion templated useless side missions for more Phoenix Down and Chocobo Eggs or some crap.
The free market will do the rest.
Re:enjoying victory (Score:1)
It's definitely good for the completionists among us, and personally, I'm glad I could do it in that order. The end boss was easy enough without the Return Postage badge (which I know I would equip if I had it because it's the best badge in the game, in my opinion).
If... (Score:2)
If short is bad, longer is worse.
"Longer is better" assumes that the game is good. A truly excellent game is dissapointing if it's too short. In this case, additional length gives more satisfaction. If a game is not fun, the length can be gruelling.
Can a great game ever be too long? That's debateable. Take Tetris as an example. Have you EVER beaten Tetris? ;)
half life 2 epitomizes the "too long" (Score:2)
why was that game 12 hours when it had about 4 hours worth of content?
every "level" went from exciting, to interesting, to ok, to boring, to mind-numbing. i felt like they didn't have the game done on time so they just stretched out the levels by 200%.
a game of perfect length is probably the underrated classic The Neverhood. lots of great puzzles and right when you start to lose interest, a 180 degree turn in the gameplay, and a big sa
More information is needed (Score:4, Interesting)
Giving me a score to constantly improve is a _great_ way to push me onwards.
Deus Ex: Invisible War a prime example (Score:2)
I was able to run through that game in 2 hours in-game time, and I've heard of people doing it in practically half that time. Playing the game *really* casually, exploring every corner to the point where replaying it would be almost pointless, and the game still came in only at like 10 hours. (Note: Deus Ex the original is in my top 5 favourite games list)
Games that are only 10 hours long should have at least a multiplayer element that makes t
A simple point game designers miss: (Score:2)
Obviously not. Admittedly, games tend to be more of a stop and restart phenomena, like a movie on DVD, so that allows lengths to go up. However I think most movie directors (there are certainly exceptions) understand that a movie needs to be as long as you need it to be to tell the story and no longer than that. They may not always do a good job of it, but that's another story.
Honestly I like the idea of shorter games with less repetition and sim
length != replayability (Score:1)
Re:length != replayability (Score:2)
I wouldn't entirely agree - some advanced weapons feel underpowered for their price. Other than that, I'd say that it should hold players enough for two passes.
It's nothing like doom3, which is costy and, once you've gone through, you don't play again cuz you "know where the monsters are hidden". Doom 3 had a price drop. However, it