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On the Pointlessness of "Hours of Gameplay"

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?"

22 of 121 comments (clear)

  1. Just like everything else... by ConceptJunkie · · Score: 3, Funny

    Marketing is easier if you can reduce your product to a number. Bigger numbers win.

    AOL 9 is better than Netscape 7, which is better than MSIE 6.

    Firefox 0.9? Forget it.

    An Athlon XP 2000+ is better than a P4 1800MHz.

    V-8 is better than 7-up.

    etc.

    --
    You are in a maze of twisty little passages, all alike.
    1. Re:Just like everything else... by sqrt(2) · · Score: 2, Interesting

      But an Athlon XP 2000+ IS better than a 1.8Ghz P4.

      --
      If you build it, nerds will come. Soylentnews.org
  2. Quantity + Quality over Quality by BlueCup · · Score: 4, Insightful

    a game that I enjoy for 20 hours is much better than a game that I hate for 150.

    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.

    --
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    1. Re:Quantity + Quality over Quality by AndyBusch · · Score: 2, Interesting

      It depends on the linearity. GTA is going to be different, but if it's 150 hours of linear game to beat it, I'll be annoyed if I only get 1/5 of the way through and don't see the ending. But if it's 30 hours I enjoy and see the ending, and then have another 120 hours to munch on in the future, that rocks.

      I kinda dig shorter games, but I'm in the smaller margin.

    2. Re:Quantity + Quality over Quality by gl4ss · · Score: 2, Interesting

      be very very very sure that it will be beatable in 30 hours, beatable as in 'played enough'.

      the earlier gta's had all kinds of stuff to increase the overall gameplay time that was only necessary if you wished.

      besides, if it's _quality_ gameplay you'll enjoy for 30 hours, what does it matter that there's 120 hours still available for you one day. it's not like it made those 30 hours any less fun that there's shitloads of more in the game unless you want to be a 'beat it all' in 30 hours in which case you're lucky with most pc games nowadays(beatable in 8h, totally sucked dry and tested everything possible in 30h).

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    3. Re:Quantity + Quality over Quality by gabec · · Score: 2, Insightful

      The previous two iterations of GTA did the same thing. Once you beat the game and the credits finished rolling, you were put back in the world to do whatever you wanted. If there were side missions you missed or Rampages, etc. then now's your chance to do it. In GTA3 & 4 the guys trying to get "100% Completed" tagged it as taking (having) 100 hours of gameplay to reach that goal. If you think about it that way it's not much different than before.

  3. stupid by black+mariah · · Score: 3, Insightful
    So why the obsession in video game media with quantifying gameplay time?
    You ever think that maybe it is possible that they do this so you know what kind of gameplay time to expect? Game makers have been doing this for as long as I can remember. Seriously, it's not a big deal.
    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  4. Optional hours of gameplay by riverLINE · · Score: 3, Insightful

    I'm gonna call bullshit on this. You don't HAVE to find every hidden package, do every taxi/vigilante/firefighter etc mission, or even do some of the story based missions (as was the case in vice city). You could tear through the story in a good thirty or so hours if you wanted.

    But if you are like me you probably will do all the side missions. And you will enjoy them too.

  5. Xenogears by Taulin · · Score: 2, Interesting
    Xenogears, by far, was the longest RPG I have played. It took me about 80 hours to complete. i think some of those hours were being distracted, and the timer was going, but that doesn't matter. If a game has continual DIFFERENT content, in a REALM that you enjoy being in, then hours matter. If the content is the same, over and over, then hours doesn't matter.

    Non-Linear RPGs (like Fallout, etc) are good if long if you enjoy the setting.

    Something like GTA 1,2,3 and 3.5, though...for me, every mission started being the same after a while. If the 'core' game can be completed in about 15 hours, with extras of about 30, this style of game is valid.

    But, 150 hours!? There is almost no dialog, or story, so what actions are you going to be doing for that long?

    They mention gang wars and such, Sim-Gang? If so, a Sim game should not be measured in hours. If can finish "It came from the Desert" in about 10 minutes, while others take hours. Hours mean nothing in a Sim game.

  6. Yet another number that doesn't mean anything. by Incoherent07 · · Score: 4, Insightful

    Straight-up clockspeed is a marketing tool, for which more appears better. Total play time seems to be heading that direction. There's one significant difference: you can't measure play time. No game in history has ever made one play-through of the minimum take 150 hours, for good reason... no matter how good the game is, within 150 hours it WILL get boring. So that's not what they're measuring.

    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.

    --
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    1. Re:Yet another number that doesn't mean anything. by Dachannien · · Score: 2, Insightful

      No game in history has ever made one play-through of the minimum take 150 hours, for good reason... no matter how good the game is, within 150 hours it WILL get boring. So that's not what they're measuring.

      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.

  7. What Is This Guy Talking About? by Acidic_Diarrhea · · Score: 3, Interesting
    From the final link, "The only "gameplay time" statistic that really matters is how much time you're willing to keep playing the game, and therein lies the problem. Despite the seemingly straightforward and absolute definition given above, most "gameplay time" statistics end up reflecting how much time the reviewer was willing to spend with the game -- an inherent value judgement that is largely invisible to the reader. If one reviewer blazes through a game he hates in five hours to get the review done, and another spends 20 hours engrossed in what he considers a deeply moving experience, who's to say which number is the correct measure of "gameplay time?" And who's to say which one will be closer to the amount of time a player actually spends on the game?"

    I very rarely see reviews of games that cite hours played by the reviewer. Based on the knowledge and quality of most reviews, the reviewers rarely play the game for more than 1 or 2 hours. These game play times are generated by the company that is releasing the game, not by people reviewing the game. I mean, look at the cite that is provided - Rockstar games' co-founder Dan Houser is talking about number of hours of play, not an independent third party. The whole rant in Kyle Orland's blog is built on a false premise.

    The premise is that these statistics are cropping up in reviews of games. This is not the case. They are cropping up in the marketing of games. And so why bother with a critique? What the marketing firms say about the game is entirely subjective and not even worth noting in evaluating a game.

    --
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  8. Value by higuy48 · · Score: 2, Insightful

    The best reason to qualify gameplay time is to put a value on the game. Think about it: I played Max Payne, and it lasted 15-20 hours. It cost $50. I payed over $2 per hour, but it was worth it.

    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.

    --
    And now, for a sig that's a complete copout.
  9. Why? by contrasutra · · Score: 2, Insightful

    Why? Because games are $50. Honestly, for many people that's a lot of money. Obviously a game I hate for 150 hours sucks, but why do you think a long game == a bad game?

    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?

  10. Re:I'd still rather... by volteface · · Score: 2, Insightful

    Personally, the time it takes to beat a game is irrelevant to me. To me, replay value is the biggest factor.

    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.

  11. The players asked for more game hours by Bishop · · Score: 2, Insightful

    Despite cries to the contrary, players have been asking for longer games. I have read a few reviews (by gamers) that have rated a game as "high quality, but a little short." It is not just the impatient players asking for longer games either. Even those who intend to replay the game have been wishing for longer games. It may be only a minority of players complaining, but the developers are listening. As result there have also been complaints of repetition: "There may be 60 hours of gameplay, but you have seen everything after the first 10."

  12. Diablo 2 = 84 hours of game play per character by SteroidG · · Score: 2, Funny
    Normal level: 12 hours = meh... better than Diablo I guess.

    Nightmare level: 24 hours = oh fuck it's boring!

    Hell level: 48 hours = I really, REALLY should get a life!

    After Hell level: create another character and start from Normal again...

  13. you are so silly !! by BortQ · · Score: 2, Funny
    Anyone that plays a game they hate for 100+ hours is a moron, plain and simple. Here are the mathematical equations of interest:

    bad game with 20 hours of gameplay = bad game with 150 hours of gameplay

    good game with 20 hours of gameplay < good game with 150 hours of gameplay

    Thus we can deduce that length of gameplay does not matter for bad games. However, for good games long gameplay makes the game better. That is why it matters.

    --

    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  14. It started meaning something by cgenman · · Score: 4, Insightful

    Play Time was introduced by Role Playing Games. When Final Fantasy II had 20 hours of story straight through, it was a big deal. When Final Fantasy 7 took 40 hours to beat, it was a very big deal. These are games that are played once, maybe twice, and if it takes 20 hours to beat, then 20 hours is all you will get.

    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.

  15. The Fans by DarkZero · · Score: 3, Informative

    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?"

    Just because 150 hours of gameplay is a selling point does not mean that it is necessarily a selling point for you. For fans of the genre, it can be a godsend. Take Disgaea, for example. One of the major selling points of Disgaea was that if complex RPG/Strategy games are your bag, then that one game will let you enjoy one of the pinnacles of your favorite genre for months in one stretch. And that's what the GTA developers are telling their fans. No more "Okay, I shot ten punks... time to shoot ten more punks" or "Okay, I've had Spidey deliver twenty pizzas, now I can... deliver twenty more". If you love GTA's style of gameplay, then they're promising than San Andreas will let you enjoy its main selling point -- its huge, content-rich world -- for as long as you want without doing the same great stuff over and over again until it nauseates you.

    If you're not a really big fan of the genre, it doesn't matter to you, but if you are, then it means the world. If someone could promise me 150 hours of Ico and Prince of Persia's puzzle/action gameplay, rather than six or ten hours of it followed by six months of waiting for the next high quality game in that little niche to come out, I'd be there. Just like I was when Disgaea was released.

  16. Advertising Dollars by robolemon · · Score: 2, Interesting

    The answer is simple. If this guy can convince sponsors that an average dork kid will stare at the screen for 150 hours, the game becomes prime real estate for logos emblazoned everywhere.

    --

    I design user interfaces for a free network management application,

  17. Re:I'd still rather... by robnauta · · Score: 2, Interesting
    I'd still rather Play a game I like for 150 hours than a game I like for 20 hours. =)

    I disagree. I have a job, I'm home at 7pm, then I have a few hours to do a lot of things.
    I installed Diablo II last sunday (old but good), and played it for 6 hours, quit when I moved from act 1 to act 2. Now RPG's are games which require you to have a lot of hours to waste. Assuming I don't have 2x10 hours to waste on it in the weekend, I could play it for on average 1 hour/evening. If it takes 200 hours of treadmilling to build up stats and gather gold/items it would take me more than half a year.
    I have played games like Morrowind, Neverwinter Nights etc. occasionally for a few months until I abandoned them, sure I feel I am probably halfway there, but it still doesn't feel good.

    On the other hand, I have finished Call of Duty, most games of this kind are considered too short, but that feels a lot better.

    There are also games that do not offer a goal and are are not useless when completed. Sports games and racing games are games you can just play for half an hour and keep their value. Playing a few quick races in Colin McRae 4 feels a lot better than playing an RPG for half an hour and gaining 1 level of strength.

    If a game promises me 200 hours of gameplay, it is probably a plus for unemployed persons and teenagers/students and a turnoff for people who just don't 200 hours to waste.