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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?"

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  1. 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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  2. 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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  3. 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.