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Does Videogame Length Vary By Territory?

asphyxiation_query writes "I've been looking at the relative length of videogames (in terms of overall gameplay, how long the game stretches out from start to completion) based on region. Can Slashdot Games readers discern any obvious regional patterns or variations in this information? For example, are games from Korea typically longer than Japanese? How do European and North American titles stack up in this respect?" Or is content similarly long if part of the same genre, regardless of country of origin?

52 comments

  1. Asia by Anonymous Coward · · Score: 4, Funny

    Asian ones aren't shorter, that's a myth!!!

    Oh wait, games. Yeah, nevermind.

  2. What the? by SmallFurryCreature · · Score: 0, Troll
    Game length depended on region? Well it all depends on the type of game and what you consider game length. Exactly when do puzzle games like tetris end? Flightsims do they end or do you simply upgrade to a new version and keep flying?

    How about Neverwinter Nights or morrowind (pc edition of course)?

    Multiplayer FPS and MMORPG's obviously last a different amount of time depending on the player not the game. People are still playing Counterstrike. Noone ever played motorcity online.

    I think this is one of the more idiotic questions I have heard in a long time. If he had specified the question to a certain type of game. Say RPG's then we could talk.

    Oh okay allright lets give it a try anyway. I don't know if this is even true. Does japan have any Flightsim type games, if they have they remarkedly shy about it. Then again we got almost no Hentai/porn games wich japan seems to produce by the bucketfull. Africa seems to produce exactly zero games with Israel the only exception (Decent).

    The old soviet union seems to have produced some excelltent teams although most of their games are known for their unpolished look. Operation Flashpoint and Republic are techinaclly intresting games but lacked the polish needed for the americans. (One review lauded an american game for including that .50 sniper rifle completing ingnoring the fact that the theather where less then half a mile accross, yes lambasted OFP for the fact that you could not hit a target 5 miles away.)

    Oh well. Perhaps more intresting question is why certain types of games seem to come from certain regions.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:What the? by Anonymous Coward · · Score: 0

      Does japan have any Flightsim type games, if they have they remarkedly shy about it.
      How about Aero Dancing?

      frica seems to produce exactly zero games with Israel the only exception (Decent).
      Israel is in Asia. And it's responsible for more than just Descent - there's even a few flight sims, perhaps because the country needs its air force for survival.

  3. maybey not longer but more challenging by sknja · · Score: 3, Insightful

    For the most part ive noticed that Japanese games are quite a bit harder than the American counterpart. For example soul calibur 2 (GC). Many of the weapon mode challanges are quite a bit tougher with shorter times to beat stages, and harder battles than the equivalent american game. Not to mention an extra subchapter. Also Zelda TWW (kaze no takuto) is also quite a bit harder when trying to find the triforce shards. Im sure with enough though more could be thought of.

    1. Re:maybey not longer but more challenging by edwdig · · Score: 1

      Also Zelda TWW (kaze no takuto) is also quite a bit harder when trying to find the triforce shards.

      That was changed in the American version because EVERYONE bitched about how tedious it was in the Japanese game. Take a look at any import review; they all say the game gets really tedious towards the end.

      The most glaring example is Super Mario Bros 2. It wasn't released here because it was considered too hard for American gamers. Instead we got Doki Doki Panic with Mario characters added in.

    2. Re:maybey not longer but more challenging by Babbster · · Score: 1
      "For the most part ive noticed that Japanese games are quite a bit harder than the American counterpart."

      Tomonobu Itagaki, leader of Tecmo's Team Ninja, seems to disagree with you in the following quote from Gamespy's Tokyo Game Show coverage:

      In addition to expected tweaking, Itagaki is considering making the game more difficult. "I feel that Japanese gamers are a bunch of wimps. American gamers are more hardcore and I want to make it challenging for you guys," (emphasis mine) he said.

      My feeling is that certain types of games simply tend to have a higher difficulty than others. Fighting games can be made difficult in a lot of ways (often by making AI opponents "cheap bastards") while turn-based RPGs tend to be easy as pie (just keep leveling and you can kill anything).

      It may be true that games have drifted slightly downward in difficulty over the years, but I think that contributing factors are better controls and interfaces that are easier to get comfortable with. It doesn't hurt (help?) that people in my age group (I'm 31) have been playing video games for many, many years now and so are going to grasp the intricacies of a game much faster than someone who cut their teeth on the Playstation (or even the DC, PS2, GC or Xbox).

      What I'm looking for in a challenge is something that is difficult but not so difficult that it's going to take me weeks (or months) to master. If it takes that long, it's probably not going to be worth it. For challenges like that, I'd rather go learn another language or play guitar.

    3. Re:maybey not longer but more challenging by DarkZero · · Score: 1

      In addition to expected tweaking, Itagaki is considering making the game more difficult. "I feel that Japanese gamers are a bunch of wimps. American gamers are more hardcore and I want to make it challenging for you guys," (emphasis mine) he said.

      Itagaki isn't the only one saying this. Just look at any interview with anyone from the teams behind Devil May Cry, Shinobi, and other famously hard (or, in my eyes, "appropriately difficult") action games and you will hear the same thing. They get nothing but bitching and moaning from Japanese gamers that have bought their game and feel cheated by the difficulty, even if they include an Easy Mode like Devil May Cry did. However, if they make the default difficulty any easier, the game will be universally shunned by the American gamers that made Devil May Cry a Greatest Hits title and warranted a sequel for Shinobi, which Sega didn't seem to have much confidence in when it was released in Japan.

      Why none of them have just put a variable difficulty setting in the Options menu is beyond me. A decision like that would've saved Devil May Cry 2 from becoming a running joke in every English language video game magazine, website, and message board for months now.

    4. Re:maybey not longer but more challenging by Babbster · · Score: 2, Informative
      The reason they don't put variable difficulty settings in certain games is simple: Money. They want to get the games out the door as fast as possible, and it takes extra time to balance out extra difficulty settings. I expect this is particularly important with "first sequels" as they want to ride the crest of the buzz wave of the original.

      Me, I hated Devil May Cry. But I found out later from friends that the reason I quit (the lava spider - normal difficulty) was, oddly, one of the really difficult bosses. I'm all in favor of ramping up the difficulty as you progress, but making that thing the first boss just put me off the whole thing.

      As for the original point (difficulty of Japanese games), I expect that a ridiculous proportion of their gaming community consists of RPG addicts. RPG people (turn-based RPG people, anyway) get used to having it easy because in most turn-based RPGs levelling solves all difficulty problems. An extra hour or two in "The Forest of Lost Hope" (or whatever), bullying wimps, will make the following two or three stages very easy, thus rewarding time over skill. However, if you spend four hours fighting "The Yellow Turban Rebellion" in Dynasty Warriors 3 (a Japanese action/RPG/strategy game based on Romance of the Three Kingdoms), Lu Bu will probably hand you your head when you meet up with him for the first time, high level or not, because you haven't fought anyone tough yet.

      Heck, this could explain more than anything the Xbox's failure to thrive in Japan. Turn-based strategy isn't anywhere to be found on Xbox, and so the games require a modicum of skill instead of selecting an attack from a menu and then watching it play out. There's a really disgusting marketing campaign in there somewhere: "The Power of X: Too Much For The Japanese." :)

    5. Re:maybey not longer but more challenging by Anonymous Coward · · Score: 0

      'Heck, this could explain more than anything the Xbox's failure to thrive in Japan. Turn-based strategy isn't anywhere to be found on Xbox, and so the games require a modicum of skill instead of selecting an attack from a menu and then watching it play out. There's a really disgusting marketing campaign in there somewhere: "The Power of X: Too Much For The Japanese." :)'

      I thought the XBOX scratching DVD's at launch AND lack of third party support compared to the established AND locally based PS2 were the reasons for that subpar launch.

      I actually looked at my local EB store today and really noticed for the first time the wealth of great games for the PS2 compared to the Cube and Box. On a whim I asked a friend living in the land of the rising sun to do a similar look on the shelves. He came away with the same feel although he was really surprised at how few tie ins the XBox games have. He noted a lack of not only RPG's but also games based on TV series the cheaply made but also easily to make a profit on dating sims amd a host of other locally popular genres that the Box just doesn't have games to fill. Maybe as MS courts more developers ther and their previous alliances begin to bear more fruit this situation will change.

      As an aside MS really should have released that Japanese controller stateside as the launch device AND made the two have a similar layout.

      -----
      I maybe just an anonymous coward, but you are just a number :-)

    6. Re:maybey not longer but more challenging by DarkZero · · Score: 1

      The reason they don't put variable difficulty settings in certain games is simple: Money. They want to get the games out the door as fast as possible, and it takes extra time to balance out extra difficulty settings. I expect this is particularly important with "first sequels" as they want to ride the crest of the buzz wave of the original.

      The problem with this is that I'm talking about games that already HAVE balanced difficulty settings. Devil May Cry and Shinobi both had fairly balanced Hard settings, as well as somewhat balanced difficulty settings that were even harder than that. Devil May Cry 2, supposedly, also had a balanced Hard Mode, but it was only unlockable after you had beaten the game once, at which time your character would be fully stocked with badass weapons and breeze through Hard Mode even faster than Normal. These companies seem to be putting a lot of time into their various difficulty modes, but they don't allow you to choose which one you want to start off with, which inevitably leads to reviews that state that the game is too easy or too hard.

      Me, I hated Devil May Cry. But I found out later from friends that the reason I quit (the lava spider - normal difficulty) was, oddly, one of the really difficult bosses. I'm all in favor of ramping up the difficulty as you progress, but making that thing the first boss just put me off the whole thing.

      You had to Fucking Love that game to get past that spider. I spent three and a half -- three and a fucking half -- hours fighting that thing. It was terrible decision and it pissed a lot of people off, but kicking that thing's ass felt like Christmas every single time. There was a little glob of Heaven in every splatter of magma blood every time I killed that thing. And the whole, "WTF, it's STILL ALIVE?!?!" moment when it comes screaming down the hallway at you after you've beaten it was just priceless.

      And I definitely agree with you on your point about Japanese RPGs, but for completely different reasons. Japanese RPGs aren't easy because you can make them easier by levelling up. They're easy because they're just really, really easy, and you can make them EVEN EASIER by levelling up. I don't think I saw the Game Over screen more than twice in any of the past four Final Fantasy games and I didn't stop to level up even once in any of them. And the situation wasn't much different in Suikoden III, Chrono Cross, Xenogears, Lunar, or any other RPG I've played since the early days of the SNES.

    7. Re:maybey not longer but more challenging by Anonymous Coward · · Score: 0

      You guys are crazy.

      You can talk all you like about "skill" playing such an integral part of strategy games, and at the same time you can denigrate the very points of turn-based RPGs that make them leisurely and enjoyable. You can even nationalize your arguments and use them to describe and measure the Japanese as a people, as pseudo-sociologists are prone to do. Fine, whatever makes your dicks hard. But when it comes to twitch games, the Japanese are masters. Shmup culture there is so huge that it's crazy. U.S. fighting game teams regularly lose to their Japanese counterparts in international competitions. Japan is the birthplace of impossible jump platformers, for shit's sake. There are good reasons why arcade culture (a culture/industry where high challenge = repeat plays = PROFIT!) is so strong in Japan to this very day, while American gamers really only play at home any more.

      And in response to Itagaki's statements: He was being interviewed by the American media, and his game is being developed and published for a console which is not realistically targeted at Japanese at all. With that in mind, let's just say that he had nothing to lose by telling people like you exactly what you'd want to hear, you stupid American. ;)

  4. While we're on this red-hot topic: by Anonymous Coward · · Score: 1, Funny

    What's the best technique for picking the nose during an intense game session? Is it affected by the type of controller used, whether you're left- or right-handed, or even the genre of the game? This question has been bothering me for a long time, especially since I seem to be losing a lot to players with more accomplished picking techniques.

    1. Re:While we're on this red-hot topic: by Anonymous Coward · · Score: 0

      Step 1.) Pause game.
      Step 2.) Insert finger into nose.
      Step 3.) Pick nose.
      Step 4.) Remove finger with booger attached from nose.
      Step 5.) Dispose of booger by
      a.) Eating it.
      b.) Rubbing it onto the couch
      c.) Flicking it onto floor.
      d.) Rubbing it onto a tissue and throwing the tissue in the garbage.
      Step 6.) Unpause game.

      Congratulations! You have just picked your nose while playing a video game!

    2. Re:While we're on this red-hot topic: by Anonymous Coward · · Score: 0

      best post ever!

  5. Stupid question by Kyouryuu · · Score: 4, Interesting
    This seems like a stupid question because you're asking us to compare apples to oranges. Not all RPGs are created equal, just as with RTS, FPS, and all of the other genres. Does there even exist a popular game whose Japanese version was produced entirely in Japan and the US version entirely in the US?

    When someone speaks of a game genre where length matters, RPGs are the classic example. The US just isn't exactly known for producing the best RPG titles. But likewise, the US has produced many titles that offer greater length in terms of replayability. No one honestly expects a person to play through a Final Fantasy game ten times - but titles like Unreal Tournament and most PC games can be played again and again thanks to robust multiplayer components.

    But is that "length"? Again, you are faced with the original dilemma - you're comparing apples to oranges. Specifically, comparing a designer-created "length" to a player-created "length." I would assert this isn't a meaningful comparison.

    1. Re:Stupid question by rhuntley12 · · Score: 1

      I disagree with Americans producing subpar RPG's, but it's just personal taste.(KOTOR is my favorite RPG by far to date, without a doubt) American's for the most part like online and multiplayer games, As do South Korean's. Japanese I don't think are so much into them, they like their RPG's. I'm pretty sure Japanese really don't care for FPS at all, which are just huge in the US.

  6. Final Fantasy IV by questionlp · · Score: 4, Insightful

    I think the prime example would be the difference between the original Final Fantasy IV release and the American (and possibly the European as well) release of Final Fantasy II for the Super Nintendo. The original FF4 was a PITA of a game (as it was finally released in Final Fantasy Chronicles) and Squaresoft had to release an easy version of the game. The easy version was the one that was released outside of Japan.

    In a way, the harder version of FF4 was "longer" mostly due to the fact that you had to spend more time building up levels and earning Gil/GP in order to buy the expensive items. That doesn't include the fact that a lot of the enemies and bosses were even more difficult to defeat.

    1. Re:Final Fantasy IV by Stephen+Williams · · Score: 2, Interesting

      (and possibly the European as well)

      The SNES version of FFIV was never released in Europe. The PSX version was FFIV's first outing in Europe. Same for FFVI.

      And yes, it is a difficult game. It's got nothing on FFI, though; that really is difficult. When I got FF Origins, I selected "normal" difficulty, thinking "I beat FFIV, how hard can this be?" More fool me...

      (Chrono Trigger has never been released in Europe. We didn't even get the PSX version. Thank goodness for ZSNES).

      -Stephen

    2. Re:Final Fantasy IV by Prien715 · · Score: 1

      The entire game was simplified. Almost every character lost one or more abilities (so that's how the dark knight was using that ability!)

      --
      -- Political fascism requires a Fuhrer.
    3. Re:Final Fantasy IV by questionlp · · Score: 1

      The original Final Fantasy was very, very hard... even the PSX version of Final Fantasy in "Normal Mode" is a bit easier than the NES version. The NES version only gave you four slots per character for each weapons and armor rather than placing spare equipment in the items list. Although it didn't raise the difficultly level, the fact that you could not purchase multiples of items in shops was a huge annoyance.

      The two things in Final Fantasy that made it so difficult was that you were limited to 6-9 spell points per spell level (versus having a pool of magic points) and there were no save points within dungeons and towers (which became much more of a PITA towards the end of the game).

      I do love the idea of encounter points for enemies, since it was a good way of building up experience and Gil... but it was also a double-edged sword since you had to re-battle each time you had to step over that spot again (say if you had to backtrack a floor).

    4. Re:Final Fantasy IV by PainKilleR-CE · · Score: 1

      Don't forget that the NES version of FF1 also had that little thing where your attacks weren't reassigned if you killed a particular enemy. Of course, you can set this behavior in the PSX version, but who would really want to (unless they're complete massochists)? The longer you played the game, the more likely you were to take this into account when you attacked a group of enemies, but it basically changes the way some people (such as myself) play, especially when you aren't sure how strong an enemy is compared to the damage you'll dish out.

      --
      -PainKilleR-[CE]
    5. Re:Final Fantasy IV by Stephen+Williams · · Score: 1

      The two things in Final Fantasy that made it so difficult was that you were limited to 6-9 spell points per spell level (versus having a pool of magic points)

      And no Ethers to replenish them; and once your white mage had run out, you had a tough time healing yourself because the potions were pathetically weak, and there were no Hi-Potions or similar.

      and there were no save points within dungeons and towers (which became much more of a PITA towards the end of the game).

      The last dungeon was by far the worst. Once I'd used my 99 potions up, I had to resort to scummy tactics to get through: memo-save every few steps, restarting the game and restoring the memo-save if I got into a random battle that looked like it would cost me a lot of HP. Since the NES version didn't (AFAIK) have the memo-save feature, I'd have been unable to beat the dungeon if I'd been playing that version.

      (And then I got to Chaos, and he was a piece of cake. Phew).

      I do love the idea of encounter points for enemies

      They tended to be positioned stategically in front of treasure chests; a forerunner to the monster-in-a-box traps found in the later FFs. (The canonical example of which being in FFV's final dungeon: a superboss in a treasure chest. In two different places. Caught me out both times. Argh).

      -Stephen

    6. Re:Final Fantasy IV by veritron · · Score: 1

      Final Fantasy 1 wasn't hard - it was just boring because mindless leveling up was essentially required. None of the bosses, not even Warmech, have enough HP to stand up against a party with an average level of 25. Towards the end, once you had your entire party decked out with pro-rings and other status-effect negating nonsense the game actually turned out to be pretty easy - it's just getting to that point that's a pain. And with the exception of the final temple, none of the levels really were that large. You can be in and out of the marsh cave in under a minute if you don't get into a random battle. And for healing - just buy 99 potions. White mages suck anyway. Final Fantasy 4 was a better kind of hard - the boss battles were actually fun to play through, there was no uber-cheap way of blazing through the game, you could tell how strong weapons were before you bought them, etc.

  7. I'm with you 99%. by Anonymous Coward · · Score: 0

    I'm with you 99%.

  8. japanese titles + playing through multiple times by simoniker · · Score: 1

    FWIW, I thought this was kinda an interesting question, which is why I let it through, but your howls of derision are also appreciated - it can definitely be argued that games are only long or short depending on the genre, not the country of origin.

    One thing I've noticed, though, is that many Japanese games, especially action titles, give bonuses if you play through the game multiple times (such as Silent Hill, Resident Evil, etc.) This doesn't really seem to be the case quite so much with US or European-developed titles, where a lot of the bonuses are either gradually unlocked or unlocked with cheat codes. It's interesting to speculate on why there's this (possible!) different method of unlocking - do Japanese developers presume their consumers are going to want to play through the whole game again, or are they just being wacky and obtuse with their bonus awards?

  9. I don't think so by bfandreas · · Score: 1

    Video game length is something you can't really measure. It's the addiction level that counts. Take for instance Diablo II. The game is very old, yet quite a few continue playing it. And it has a huge following in Korea.
    Sure, there are short games. But IMHO it differs more from publisher to publisher than from region to region. Daggerfall was huge and published in the same year as D2. Yet I daresay that the people playing it never reached the numbers of D2. And it took a long time to play it properly. Strategy games would be a different breed. What's the game length anyway? Follow the main path? Or play it ad nauseum? Your gaming experience may differ depending how you play it. You can also rush thru Zelda and FF if you choose to.

    --
    20 minutes into the future
    1. Re:I don't think so by Clipsy · · Score: 1

      Diablo 2 was published four years after Daggerfall, for the record.

  10. Your professor says... by HotNeedleOfInquiry · · Score: 1

    To do your own homework.

    --
    "Eve of Destruction", it's not just for old hippies anymore...
  11. silly by Anonymous Coward · · Score: 0

    Not only is are the reasons for any investigation into gameplay length according to region questionable/non-existant, but how do you measure it?

    Fucking stupid, possibly the stupidest thing I have read all day - and I have been going to alot of the commercial news sites, so that is saying alot.

  12. Endless games by Bourbon+Man · · Score: 2, Insightful

    How long is Everquest, Ultima Online, etc? What do these "endless" games do to the graph?

  13. Re:japanese titles + playing through multiple time by Ian_Bailey · · Score: 1

    But, as someone above noted, you're comparing apples to oranges.

    Take your example: Action games. I'm going to simplify this a tad bit. Yes, Resident Evil unlocks different game modes if you beat the game on normal. But so does Timesplitters 2 (hard mode, plus new characters and stages), or Eternal Darkness (eternal mode, and the ability to get closer to the 'true ending'), for instance.

    Simmilarily, take another example: Racing games. It doesn't matter if I'm playing Burnout 2, Need for Speed: Hot Pursuit or F-Zero GX. All of these games lead to unlocked cars and courses when you beat certain races. 2 of them even use the same 'purchase' system!

    I think this is more a function of the game more than anything. Any game can just as easily have big goals for big rewards (just beating the game), or little goals for little rewards (collect them all, find obscure element x, etc.).

    What really would be interesting is not what specifc countries develop, but what specific countries consume. For example, do Rareware collect-a-thons sell well in one particular region above all others? Do games with tons of unlockables break sales records somewhere else? I think that would give some interesting insights into different societies.

  14. "The US just isn't exactly known for producing..." by robson · · Score: 1

    "The US just isn't exactly known for producing the best RPG titles."

    I'd like to respectfully disagree. Case in point: Neverwinter Nights, Baldur's Gate, Planescape, Deus Ex, the Ultimas, Temple of Elemental Evil, Arcanum, and Fallout.

    Now... if you're speaking specifically of console RPGs, please say that, and we can debate that assertion separately.

  15. What is Long? by Prien715 · · Score: 1

    There's many ways to make a game longer, let's just discuss the RPG genre. You could make a game "longer" by forcing the player to build levels in order to beat enemies, by making enemies strategically harder (building up doesn't necessarily hurt, but isn't a necessity, knowing enemy weakness and attack patterns are more important), or by adding more story and dungeons (at least some of which are completely optional). Dragon Warrior is long in the first way, Final Fantasy Tactics is long in the second, and Fallout 2 is long in the 3rd way.

    --
    -- Political fascism requires a Fuhrer.
  16. Depends on the platform and genre - but... by DS-1107 · · Score: 1
    ...as people have pointed out it does depend on what type of game you are playing, or if you count from start to finnish, or by actual gameplay value.

    for exampel the arcade games flooding the market are all short, and should be. you are not going to stand there playing a game for 50+ hours at the arcade without stopping - so thats fairly logical.

    Now those games does not get really bigger for the console/PC - and the extras are often just poor addons to the coresystem. No a game like Ikargua takes 20-25 minutes to finnish - yet I've played for 15 hours and never finnished it without massive use of continues :/

    20 or 20 hours? I do not know.

    on the otherhand I do feel that american games often are bigger timewise then their japanese counterparts - even the RPGs - but my experience in this field is more PC vs. Console so that again might raise questions.

    but as for the final I'd like to state that I think that some years ago I would claim jap games to have a longer lasting value then western games - but the quality of games from japan have been stagnat and the west are getting even better - so now I don't really know in general, but with the online MPgames pumping out over here I think the US and EU are now in the lead in the too many hours game park...

    note: Nintendos call for simpler game design - as in the arcades - will probably make shorter games as well, but berhaps not from a gameplay perspective.

  17. a faulty question by bigbigbison · · Score: 1

    I think that it would be easy to say that play time varies by genre, at least in single player games. Then perhaps you could argue that certain genres are are more popular in certain countries.

    However, even this is flawed. How long is the single player portion of Tetris or Bejeweled or the Sims? has anyone "beat" those? Do they have an end?

    Of course there are many that do not really think about games like Tetris or Bejeweled when they think of videogames (not to even mention microsoft solitare but since that could be argued as a simulation of a physical game that complicates the issue). However, those games played by non-hardcore gamers, are videogames regardless if the person playing is l33t or not.

    Then there is the question of multiplayer games. There are still people playing Doom online, so how do you messure length of that?

    Thus we come down to the real fault of the question. Length of videogames cannot be measured the same way the length of a book or a film is. For a book, there are numbers of pages and for a film there are minutes of running time. These are objective measurements (disregarding issues like physical dimentions of the paper and how long you want to make the credits and whatnot). While it may take me longer to read a 300 page book than it does you, we have both read the same number of pages, and a 92 minute film is always 92 minutes. But how do we objectively independantly measure a game? Even games with definable beginning middle and end, and a definable way of saying, that, yes you did beat the game, are still not the exact same for 2 people. It might take me X number of hours to beat Doom, but it will almost certainly not take you that exact same ammount of time. Similarly, a game of Pac-Man can be over in minutes (if I get killed as quickly as possible) or a very long time (if I am good and know the patterns).

    A possible question might be, Does a certain genre of games from a certain region that has a definable beginning middle and end have more and/or bigger levels than the same genre from a different region?" However, as stated, the question is flawed since there is no way of accurately determining length among all genres of videogames. It is like asking "Do sporting event lengths vary by territory?" It seems obvious that such a question about sproting events cannot really be answered and encompase every kind of sporting event. Similarlly, there cannot be an all emcompasing answer to the question, "Does videogame length vary by territory?" It is simply too broad and too vague.

    --
    http://www.popularculturegaming.com -- my blog about the culture of videogame players
  18. An interesting comparison, but... by Sephiro444 · · Score: 1

    It is more difficult to make the comparison than simoniker let's on. As other early commenters have pointed out, the issue of genres is key, since there is little method or point to measuring Baldur's Gate to Tetris. Similarly, regional differences have in some measure evolved into genre differences entirely. The distinction of "console RPG" versus "PC RPG" makes that clear, and in fact it is as pointless to cross those lines as to say Soul Calibur gives more good play time than Mario Party. Although rare, there are instances of region-crossing in some of these genres, and therein lies the poster's question, I believe. How does Anachronox's (2001, Ion Storm, developed in Texas) length compare to that of, say, Final Fantasy X (2001, Squaresoft, developed in Japan)? The question was also raised as to how one can objectively measure a game's length. I think like so many things a game's length can never be proven, only approximated. If you really wanted to answer the poster's question as scientifically as possible, you would have a decently large number of randomly distributed players go through a selection of identical genre games from different regions. This could be done for different genres, such as console RPGs and PC RPGs, but no valid comparison could be made between the two (about region, anyway). Then you could get a statistically valid mean for the length of time to play each game, and voila -- a comparison base emerges (also known as a t-test).

  19. Re:"The US just isn't exactly known for producing. by Kyouryuu · · Score: 1

    Yes, I speak of Console RPGs.

  20. RPG Length by Anonymous Coward · · Score: 0

    How long are these games without the tedious battles? If you took out just the random encounters, Final Fantasy games would be reduced to a few hours (if your characters were magically levelled up as you progressed.) What are shorter games? Content-intense games. Longish FPSs are rare; Halo is long, sure, but it sure does get repetitive in some parts, doesn't it? How much non-repeated content is in that game, after all? This as opposed to the non-stop variety of environments and gameplay in short-but-sweet games like Metal Gear Solid.

    And what is this regional nonsense. Are all Japanese developers the same? Average the lengths of Final Fantasy 8 and Gigawing 2 and you get your average Deer Hunter. We're all homo sapiens, Q.E.D.

    Slashtrash.

  21. How Was It For You? by FlukeMeister · · Score: 1

    Really, a pointless question. So NWN took me about two months to complete, Freelancer took about 2 weeks, GTA3 took the best part of three months.

    Yeah, playing about the same amount per day.

    The thing is, these are all big, reasonably open games that still have a definite plot to follow and goals to accomplish. You can keep playing each one after you're finished and discover vast new parts of the game you didn't even notice first time around.

    That's the problem, because for me the subjective "length" of the game is going to differ vastly from your subjective "length". UT2k3 is about 4 hours of gameplay on "adept", but several days on "godlike". For another person you could triple those lengths or more, and for yet another person you could reduce them. (But not by too much, I hope :)

    Here's the question you should ask, because it's a much better question and one that truly holds more value for the gaming industry as a whole:

    "Are computer games worth their value, territory by territory, genre by genre?"

    Once you figure out that a GameCube title in America costs about USD 40 (GBP 26, JPY 450), but in the UK it's GBP 40 (USD 60, or JPY 700), and in Japan it's JPY 250 or less (about USD 20, or GBP 16), then you can work out if you're really getting good value for your money.

    Oh, I live in England. Yeah, it sucks to be a gamer here, when we have to wait 6 months or more for titles that get released in the US or Japan first.)

    Oh, anyone know why a great FPS is more expensive than a good RPG, when the RPG content generally stretches further (for me at least) than the content of an FPS? No, me neither.

    1. Re:How Was It For You? by PainKilleR-CE · · Score: 1

      Oh, anyone know why a great FPS is more expensive than a good RPG, when the RPG content generally stretches further (for me at least) than the content of an FPS? No, me neither.

      In the US, it doesn't, unless it's Halo and they're stretching out the $50 price tag until the sequel is released.

      On the other hand, in the past, when cartridges were king of consoles and PC games were released on floppy disks, RPGs were more expensive because they needed more floppies or needed to store saved games on the cartridge (or have very complex password systems, I knew one kid that reverse-engineered a good portion of the Metroid password system when that game came out).

      Oh, and a GC title costs $50 in the US unless it's an older or poorly-selling title (yes, poorly selling titles go down in price faster than 'greatest hits' titles). Most UK titles online seem to fall under that price or just at it, though they claim to be discounted by 25% (though the fact that most of the full-price titles are discounted gives it away, in my mind, that the original prices are bloated).

      --
      -PainKilleR-[CE]
  22. It's Not The Size, It's How You Play It by Babbster · · Score: 2, Interesting
    It's bothered me over the past several years that people focus so much on the length of video games. It's not like video games have suddenly gotten more expensive, making it more important to get the most bang for the buck. So the most important question to me is this: Why do we care how long it takes to complete a game? Further, is there a direct correlation between how long a game lasts and how much entertainment it provides?

    Many people, including myself, say that Panzer Dragoon Orta is an excellent game even though it can be completed in 10-14 hours (less? a little more?) apart from replays and extras. On the other hand, I played Saga Frontier long enough to figure out that I wished it was over after the first five minutes.

    I suppose that for people who have nothing to do all day but play games, such a measurement might be important, since they could run through several games per week. But for everyone else, what's the difference, really? In fact, I would argue that people with lives outside of video games should be pleased if they get one 40+-hour game per year. After all, it's not in the industry's best interest if someone can play Final Fantasy X for 4-6 months before needing another game.

    I'm probably going to invite jeers for saying this, but it bears repeating because it's fundamental: If you're having fun, it shouldn't matter if the video game is 10 hours or 100 hours. Unless the flavor goes out of the game in less than 10 hours of play (which would cause me to call it a bad game with length of play probably being at the bottom of a list of shortcomings), you're probably getting your money's worth as compared to going to movies or buying DVDs.

    1. Re:It's Not The Size, It's How You Play It by PainKilleR-CE · · Score: 1

      To me, the difference comes in cycles. I have cycles where I want to sit down and play a game that's going to take me 20-60 hours (of playing) to complete. In other cycles, I want to play a game that might take me 10-90 minutes to complete, or to get a reasonable amount of the game completed in. I sat down and played straight through Max Payne in about 8 hours (taking short breaks), knowing full well that it was a short game. I enjoyed it, but would've spread it out a great deal more if I hadn't known it was that short (and been disappointed when it ended in that time frame).

      Something else of note is that I tend to stock up on games that I know (or think) will be good. During the fairly regular time periods in which very few games are released (every summer, for example), I go back and play games that I either never finished or never even started playing (I usually fire them up when I bring them home to make sure they spin and have no obvious problems right at the start, but don't always play all of them).

      I'm probably going to invite jeers for saying this, but it bears repeating because it's fundamental: If you're having fun, it shouldn't matter if the video game is 10 hours or 100 hours. Unless the flavor goes out of the game in less than 10 hours of play (which would cause me to call it a bad game with length of play probably being at the bottom of a list of shortcomings), you're probably getting your money's worth as compared to going to movies or buying DVDs.

      It does take some repeating, sometimes, but at the same time different people have different expectations for their money. I go to movies for the experience, and often think it's over-priced, but when a movie is truly good, it's worth it to see it on the big screen (and I truly couldn't tell you how much it would be worth to me beyond what it costs now, because I haven't hit a threshold recently, primarily because ticket prices, though high, are reasonable in this area, especially since they're $2-3 lower than where I lived a couple years ago). I buy DVDs knowing how long they are, and knowing that I don't watch movies over and over again, I just like to have them when I want to watch them (occasionally as it may be). I also tend to have a very definite threshold for all but the best movies on DVD. I rarely pay $20 for a DVD, and much more rarely pay more than that. I do have a very high tendency to buy TV series on DVD, if I like them. They may cost quite a bit (as much as $100/season sometimes), but I save time by not having to catch them on TV and watch commercials, and I can watch them when I wish (plus there's a good amount of length to a 22-episode season, especially in the 1-hour shows and/or HBO series, which have no commercials to begin with).

      I expect a certain amount of length out of the things I buy. If I spend $50, I don't expect to play the game for a couple hours and then toss it aside. I spent $20 on Max Payne, knowing it's length from reviews, and it was worth that. I knew that each section of the .hack games was about 20 hours in the primary story line (sometimes shorter), but I still put out the money because of the ability to spend more time on the game (through the keyword system) and the Liminality anime series (though that is also somewhat short), and I enjoy the games, even if they aren't 40+ hours (hell, I spent $60 on the NES version of FF1 and that game only took about 20-30 hours unless you really soaked up time levelling).

      It's all relative. Some people will spend hundreds of hours on Ikaruga, some will be insane twitch-monkeys that beat it the first time through. Still others will get put off by the difficulty and drop it after a couple hours. I got my ass kicked on Amplitude's normal difficulty after cruising through the easy difficulty, but I'm blaming that on an ear infection at the moment ;)

      --
      -PainKilleR-[CE]
  23. Long is relative by DarkFencer · · Score: 1

    If you are speaking of RPGs, long can mean different things. Is the game long because of a random battles every six steps (Skies of Arcadia)? Is it long because of endless cutscenes (Xenosaga)? Or is it so freeform that you could spend a year doing everything and not be done (Morrowind)?

    Or is the game long because it has a lot to do, a great plot, great gameplay, (Crono Trigger, Baldur's Gate series, etc.)

    There are games on both sides of the pond that fit either case.

  24. Its a genre thang... by Lurch+Kimded · · Score: 1

    I think genre plays a bigger part, I mean I just completed Jedi Knight - Jedi Academy on its hardest difficulty setting in a week (I say a week, it was 1-3 hours or so after work a day), I mean that just sucks for length (great game though). While RTS games I play take months to complete on a normal difficulty. (or it could just be I suck at RTS and have L33t FPS skillz ;-)

    FPS games tend to be shorter in my experience while RPG is longer but RTYS seem to be the longest lived games I play (especially tose with random maps and skirmish modes).

    Anyway that my $0.02.

    --

    How can you say that civilisation's do not advance... in every war we invent new ways to kill you.

  25. Re:"The US just isn't exactly known for producing. by naarok · · Score: 1

    I'd like to respectfully point out that NWN and Baldur's Gate are not US products. They are Canadian.

  26. Re:"The US just isn't exactly known for producing. by robson · · Score: 1

    I'd like to respectfully point out that NWN and Baldur's Gate are not US products. They are Canadian.

    Good point. I think all of those listed could safely be called "North American" RPGs ;)

    However, it would be most appropriate to categorize them as "Western" RPGs, because that's really what we're talking about here -- Eastern vs. Western RPGs and their significant stylistic differences.

    I did find it interesting to read that recently-localized GTA3 is selling quite well in Japan...

  27. RPG's by phorm · · Score: 1

    Multiplayer FPS and MMORPG's obviously last a different amount of time depending on the player not the game.

    Somewhat true, but you can gather information based on average and combing the outliers, as any region will have "low, nominal, high" players.

    This could also have decent bearing on standard RPG's, as for some reason many of the Square RPG's are bastardized when they come to the USA (FFIV J/FF2 USA, FFX USA in example), why modify the original gameplay - that's alway seemed silly to me (if they figure US isn't able to handle the original game, put an option in, shouldn't be a big deal with DVD's).

  28. A flaw in thinking by AvantLegion · · Score: 1
    This discussion is based on the false assumption that a single game necessarily has a fixed (or variable within a reasonably tight range) "length".

    The length of a game is determined by how long the player chooses to play the game. An obvious statement, yes. But there are no clear-cut answers to the question posed.

    Japanese RPGs are talked about a lot. I played Final Fantasy VII for 30 hours. Some played it for 100. The range for a single game can be so huge that it's impossible for any sort of meaningful measurement.

    Meanwhile, I logged MANY hours in NFL 2K3 last year. How long does a football video game last? An individual game is short, but the games are bought in order to play many virtual football games. How long is a game like NFL2K3 or Madden? Depends on the player, and the range can be vast.

    Resident Evil 2 has four scenarios. They overlap a lot, but they have different endings and some different sections. Some played 1 and that was good, and some played all 4. How long is Resident Evil 2?

    I won't even get started on a Vice City or a Falcon 4.0 or especially a Sims or Animal Crossing!

    The whole basis for the discussion is unsound.

  29. Re:"The US just isn't exactly known for producing. by pixel_bc · · Score: 1

    > Case in point: Neverwinter Nights

    Umm... developed by Bioware in Canada, actually. The publisher is American.