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Miyamoto Says Today's Games Too Long

CNN Money's Game On column has an interview with legendary designer Miyamoto in which the respected Mario-maker says that today's games are just too long to capture his interest. From the article: "There's not a lot I want to play now...A lot of the games out there are just too long. Of course, there are games, such as 'Halo' or 'Grand Theft Auto,' that are big and expansive. But if you're not interested in spending that time with them, you're not going to play." Commentary on the column at Press the Buttons.

143 comments

  1. I dare disagree. by Ninjy · · Score: 1

    I guess it's a personal opinion, but I dare disagree. In fact, a lot of the casual games can be finished in about two days. I'd much rather have my games be so immensely large that it can keep me busy, preferrably without dropping variety ("Hi, pick up # of #, enemy # drops them.", multiply by a couple thousand.)

    1. Re:I dare disagree. by FidelCatsro · · Score: 1

      Id rather have games which are easy to pick up and play and just drop , but who also offer the depth if you want it .
      You can run through games like Mario 64 in a few hours , but if you want there is a hell of alot of gameplay in there.
      GTA3 is a game like that too , its great fun to play for a few minutes or a few hours

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    2. Re:I dare disagree. by Dogers · · Score: 1

      I disagree too. Halo2 I finished the same evening I got it (grr), thats the only game I've thought to be too short.

      On the other hand, the only game I've thought to be too long is Need For Speed Underground 2 - I've been playing on and off for MONTHS now!

      --
      I am a viral sig. Please copy me and help me spread. Thank you.
    3. Re:I dare disagree. by AdamPiotrZochowski · · Score: 1

      how about them decent RPGs (Baldur's Gate, Kotor, Fallout, Planescape Torment, Arcanum, Ice Wind Dale) or decent RTS (where single level can take you hours to pass)??

    4. Re:I dare disagree. by Ninjy · · Score: 1

      I do tend to like RPGs. I have Neverwinter Nights for PC, Tales of Symphonia for my GameCube, as well as several other titles (Morrowind, for example. Never get tired of that game and I still recommend it to any who like games like it.) I guess being an RPG nut does put me at a disadvantage when more pick-up-play-and-put-down titles are developed.

    5. Re:I dare disagree. by StupidKatz · · Score: 1

      I assume everyone here has already played Fallout and Arcanum (ideally as a minimum-intelligence half-orc); PLAY PLANESCAPE TORMENT. One great story. One fantastic story with good gameplay, superb characters, interesting universe.... *drool*twitch*

    6. Re:I dare disagree. by Anonymous Coward · · Score: 0

      I'm with you Ninjy!

      I dont fancy forking out dough for a game I can finish in a few hours.

    7. Re:I dare disagree. by Directrix1 · · Score: 1

      Yeah, what I like are games (like Zelda) where you have an ultimate goal, but there are lots and lots of points in the game play where you are rewarded, and not just frustrated over and over again by having to protect some chick for 10 years who continuously gets in trouble or falls in traps and what not (Resident Evil 4).

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
    8. Re:I dare disagree. by mink · · Score: 1

      The problem with an RPG from the POV of someone who sometimes cant touch it for months between sessions is there is now method inside the game to remind you where you are or of your goals. A tiny few have some kind of journal/loggin of quests or events and that helps a whole lot.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  2. Return on investment. by mister_slim · · Score: 3, Insightful

    I think he means games are too padded. If I spend 40 hours playing a game it better offer more than repetitive gameplay and some poorly edited FMV. Look at Chronicles of Riddick or Prince of Persia: Sands of Time. No extra filler, just gameplay and the minimum necessary background and story.

    1. Re:Return on investment. by KDR_11k · · Score: 3, Insightful

      No, he was talking about how games take too long for each session. When I fire up RE4 I have to play for roughly half an hour until I reach the next savepoint. Quit any earlier and the progress is lost. Even worse are games with "preparation", e.g. you have to run twenty minutes to the place where you're going to continue with playing or have to gather a group to go into that dungeon.

      Compare that to Tetris, for example. Starts within seconds and takes a few more seconds to get into the standard game situation. Completely unlike an RTs where you have to build a base and an army before the real meat of the game starts.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Here in Portugal... by rbarreira · · Score: 1

    we have an expression for this, which I can translate more or less like - "Arrested for having a dog, and arrested for not having one...".

    I think there's an equivalent expression in English but I don't remember it right now :)

    --

    The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    1. Re:Here in Portugal... by FidelCatsro · · Score: 1

      Ah the classic , your dammed if you do and dammed if you don't .

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    2. Re:Here in Portugal... by ArcticFlood · · Score: 1

      "Damned if you do, damned it you don't."

      --
      This is here so you don't ignore the last two lines of my posts.
  4. Hopefully some other devs will take this to heart by j450n · · Score: 1

    This is something I've been saying for a while myself... It sounds real cool as a bullet point to say "over 140 hours of gameplay!!" or whatever, but do you really want to be locked into the same thing for that long? It's a lot of work to get the payoff of a completed story. What I would really like to see in the case of huge epic tales is an episodic approach. A game that can actually be played to completion in the same time it takes to watch a movie is actually really appealing.

  5. The problem is.... by Anonymous Coward · · Score: 0

    that there aren't just two kinds of gamers (those that like short games and those that like long expansive ones). Some times I want one and sometimes another. I remember people complaining that there was a rumor that Sony was encouraging shorter PS2 games so that more could be produced faster. People want to get their money's worth. That's why they want long games, sometimes at least.

    On the other hand, if I can rent a game, beat it in a couple days, and return it, then how likely am I to buy it. Sometimes short games just aren't the answer unless there is some serious replay value.

  6. Re:Hopefully some other devs will take this to hea by 0racle · · Score: 1

    do you really want to be locked into the same thing for that long?

    Yes I do. I don't want a game that leaves me with, "What? Thats it?" when I get to the end of it. If I wanted something quick I'd watch TV or rent a movie.

    --
    "I use a Mac because I'm just better than you are."
  7. Huh? by iced_773 · · Score: 0

    Games too long? I think the opposite. There are many games that I finish and then wish that they should have been longer. I was sorry to see Golden Sun end, and who else here thinks that KOTOR TSL was cut rather short? In many game reviews, a major statistic is hours of gameplay, and a low number usually means a complaint in the review.

    However, I can understand where Miyamoto is coming from. Many games end up rather tedious after a while, such as (IMO) most Mario games. But I have never gotten tired of the Zelda games. Perhaps rather than making games shorter, they should make games with more interesting, less linear storylines, more interesting characters, and plenty of sidequests. They would hold the gamers' attention and the designers would gain good reputations and gamers would perhaps buy other games from them.

    1. Re:Huh? by NanoGator · · Score: 1

      "Right, because having 4+ times the real estate, controllable planes, casino games, gang control, fence hopping, movement while crouching, stealth kills, train hijacking, parachuting, alpine bike racing, rural areas, vehicle hitching (tractor train, anyone?), body and car modification, bicycles, etc. has absolutely zero impact on gameplay..."

      They're nice features, but the core of the game is still unchanged from GTAIII. Read the sentence immediately following the one you quoted.

      Don't get me wrong, I'm enjoying San Andreas, but try to understand my point: Look at the first three Super Mario games, try to get an idea of Miyamoto's sequal philosophy, then reexamine what I said about San Andreas.

      --
      "Derp de derp."
    2. Re:Huh? by Intellectual+Elitist · · Score: 1
      Well, from that perspective, the core of the Super Mario games has always been "jump on the heads of the bad guys and pick up coins". That didn't change in 2 or 3 -- they just made it so you could pull turnips out of the ground or put on raccoon ears in addition to the core game mechanic. The point is, the so-called "nice features" added in both game series did fundamentally change the overall experience.

      You'd have a better case if you were comparing GTA:VC to GTA3 -- but GTA:SA is so far down the road from GTA3 that your comparison doesn't really hold up at all, IMO.

    3. Re:Huh? by Anonymous Coward · · Score: 0

      Actually, Mario 2 was quite different. It was a completely different game(Doki Doki Something-Or-Other). You didn't just jump on the heads of baddies, and IIRC, there were no coins.

    4. Re:Huh? by NanoGator · · Score: 1

      "Well, from that perspective, the core of the Super Mario games has always been "jump on the heads of the bad guys and pick up coins"."

      That would be simplifying it down too much. Look at it this way:

      SMB1: Jump on heads, throw turtle shells, or fire flaming fire balls.

      SMB2: Pick up items and throw them at bad guys. Jumping on heads does not kill them.

      SMB3: Some you jump on and ride, some you jump on and kill, some you avoid altogether via the various suits you wear.

      GTAIII: Take cars. Drive cars. Shoot/blow up people. Race.

      GTAVC: Take cars. Drive cars. Shoot/blow up people. Race. Unfold a story.

      GTASA: Take cars. Drive cars. Shoot/blow up people. Race. Unfold a richer story with a few added elements that break up some of the monotony.

      "You'd have a better case if you were comparing GTA:VC to GTA3 -- but GTA:SA is so far down the road from GTA3 that your comparison doesn't really hold up at all, IMO."

      I didn't say that SA wasn't a richer experience. I'm not poo-poo'ing any of the GTA games. I love'em. I even bought a PS2 JUST to play SA. What I'm saying is that Miyamoto has a point. His point was NOT that those games weren't fun.

      On a side note:

      "It's been 13 minutes since you last successfully posted a comment" -- Anybody know what this is about?

      --
      "Derp de derp."
    5. Re:Huh? by SetupWeasel · · Score: 1

      No there were coins. Though you collected them in the little shadow world (using the potion), and they only gave you a chance in the bonus slots at the end.

    6. Re:Huh? by Anonymous Coward · · Score: 0

      I even bought a PS2 JUST to play SA.

      I call bullshit.

    7. Re:Huh? by NanoGator · · Score: 1

      "I call bullshit."

      Whatever.

      --
      "Derp de derp."
    8. Re:Huh? by KDR_11k · · Score: 1

      Heh, Golden Sun is a prime offender here. Not only was the game too short to satisfy, it was too short to tell the story! I've put "The Lost Age" on my list of games I will never buy, simply because those bastards shouldn't be enticed to do that "Oh, we'll split it in two and sell both halves at full price" crap ever again. That might work in a gameplay driven game but GS was story driven.

      Hell, the first time I saw those credits roll I thought "Is this some kind of joke?" You know, the kind of joke Lucas Arts adventures love to pull or perhaps Eternal Darkness ("Thank you for playing, to be continued in Eternal Darkness 2!" randomly placed after finishing a chapter).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Huh? by Anonymous Coward · · Score: 0

      I call the waiter.

    10. Re:Huh? by Intellectual+Elitist · · Score: 1
      That would be simplifying it down too much. Look at it this way: [...]

      GTAIII: Take cars. Drive cars. Shoot/blow up people. Race.

      GTAVC: Take cars. Drive cars. Shoot/blow up people. Race. Unfold a story.

      GTASA: Take cars. Drive cars. Shoot/blow up people. Race. Unfold a richer story with a few added elements that break up some of the monotony.

      * * *

      And how is that not a gross oversimplification? Gimme a break. If GTA is just "taking cars and shooting people", then SMB is just "jumping on stuff and picking up things". You can't have it both ways.

    11. Re:Huh? by AuMatar · · Score: 1

      Personally, I *hate* *hate* *hate* non-linear gameplay and side quests. I want games in 3 classes- short play for 5 minute types (tetris likes, sport games, etc), medium length (40 hrs of gameplay or so), and epic (much more than 40).

      And when I say x hours of gameplay, I DO NOT want any of it in sidequests or minigames, or non-linear play. I want to be able to sit down, play the game through once, and have experienced the entire game. I don't care if non-linearity adds "replayability"- I don't *want* replayability. I want to play the game through once, experience it, and move onto another. Unless its a multiplayer or 5 minute type game, I never replay games.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    12. Re:Huh? by Anonymous Coward · · Score: 0

      You called, sir?

    13. Re:Huh? by KDR_11k · · Score: 1

      I wouldn't mind non-linearity if it means I can just go "shit, this guy is annoying" and kill him. Or perhaps preemptively kill people I suspect of being traitors. Or ask people about that mysterious comment they just brushed off before. "Hey Auron, why exactly do you smell like the netherworld and won't even go near the place of the dead?"

      That would be kinda interesting in certain jRPGs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Huh? by Anonymous Coward · · Score: 0

      You have pie?

    15. Re:Huh? by Anonymous Coward · · Score: 0

      I didn't find GS to be incredibly short. I thought it was about right. It wasn't ever intended to be FF-length, and AFAIK, no RPG on the Game Boy has ever even approached that kind of length.

      I can understand your position though, since you can obviously count to four and by the end of the game you've only counted to two. The sequel is really really good though, and probably a fair bit longer. If you want to punish Nintendo and Camelot, then at least buy the game used so that you don't indirectly reward them.

      I have some friends that got stuck in Golden Sun in the desert area and just decided to give up on the game and trade it to me for Phantasy Star Collection. Luckily, we both feel like we got the better end of the deal. XD I had no problem with the desert area, and as soon as I finished GS, I went and picked up The Lost Age. I don't know what all you know about TLA, but when you play it, I think you'll see more that while the first game looks like it's only half a game, the twists in the second game really make it look like it was not designed concurrently as you might expect.

    16. Re:Huh? by NanoGator · · Score: 1

      "And how is that not a gross oversimplification?"

      Play GTA 3, then Vice City, then San Andreas. It takes a while to find the differences. Play SMB1, then 2, then 3, you find yourself playing an entirely different way. This is not an insult to the GTA games, no need to take it as such.

      --
      "Derp de derp."
    17. Re:Huh? by mink · · Score: 1

      "Hell, the first time I saw those credits roll I thought "Is this some kind of joke?" You know, the kind of joke Lucas Arts adventures love to pull or perhaps Eternal Darkness ("Thank you for playing, to be continued in Eternal Darkness 2!" randomly placed after finishing a chapter)"

      That wasnt random at chapter end.
      That was one of the results of letting your sanity hit bottom.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  8. I think he refers to length of typical play. by LordZardoz · · Score: 4, Insightful

    I dont think that he is so much against games that have 20 hours of linear play. I think he is against games that pretty much require you to dump two hours into a single play session.

    With a game like Final Fantasy, if your going to play it, your probably going to try to clear at least an hour of your time to play it, probably more. Halo probably takes what, about 30 mins for each level?

    Compare this to Wario Ware. You can pick it up, play for 15 mins, and walk away. Your not going to beat the entire game in 15 mins, but you are going to play a decent chunk of it. Animal Crossing is much the same way, you play it for short bursts of time, but you will likley pick it up more often in a given day.

    I personally think the sweet spot is about 5 to 15 mins for a single level, and expect the player to play for 30 to 35 minutes. If you give a player the opportunity to safely put the game away every 15 minutes without losing progress, you will prevent a great deal of frustration from very casual gamers.

    As for the overall duration of a game and playing it to the end, that is another debate, and is determined more by the kind of game and intended audience. Miyamoto is known for making games where 40% or so are secrets or optional. You dont strictly need every heard container in a Zelda game. You dont need every single star / shine in a Mario game. You can finish the game pretty quickly if you stick only to the essentials.

    As for my prefrence, I think that a game should not outlast its enjoyability. If a new user gets bored without finishing the game, you need to cut down on the elements that are taking up the extra time and make them optional.

    END COMMUNICATION

    1. Re:I think he refers to length of typical play. by cowscows · · Score: 1

      I agree with you. I think Miyamoto picked a bad example with GTA. Going through all of the missions could certainly take a while, but it's a game where you don't have to do that. I probably only played through five or six missions, even though I put hours a day into that game for weeks. I never "finished" the game proper, but i still had a whole lot of fun with it after I gave up on the mission structure. I stopped playing with it because I got bored, not because I got frustrated and gave up. nothing wrong with that.

      --

      One time I threw a brick at a duck.

    2. Re:I think he refers to length of typical play. by Seumas · · Score: 0, Troll

      I think if a person just wants a quick little 10 minute burst of entertainment, they should buy one of the countless games available that offer that kind of play. Especially on the various GameBoy platforms.

      If a person wants a deep, involved game, then they should buy one of those. I mean, there's no real shortage of either style, so I don't know where he's getting this. Anyway, the average gamer probably plays at least a couple hours per sitting, so the point is moot.

      As for the over all length of a game - it better be pretty fucking long or immensely replayable. I hate paying $50 to $80 for a game that I can beat in a day or a week.

      As for GTA... It just proves that people are easily impressed. I'm tired of hearing people say "it's totally open-ended. You can do ANYTHING YOU WANT". No you can't. You have clear objectives, clear limitations and clear side games. Just because you can smack people around, work a taxi or an ambulance and shoot people doesn't make it "open ended". Life is open ended. Being able to pick form Sean John and Adidas clothing for my afro-haired avatar is NOT open-ended gameplay.

    3. Re:I think he refers to length of typical play. by Anonymous Coward · · Score: 0

      No offense intended, but if you're able to put hours into a game every day for a couple of weeks, I don't think you're the target audience Miyamoto was referring to.

    4. Re:I think he refers to length of typical play. by wideBlueSkies · · Score: 1

      >>I dont think that he is so much against games that have 20 hours of linear play. I think he is against games that pretty much require you to dump two hours into a single play session.

      OK. But does not the savegame feature take care of this? So if I kick off a 2 hour mission and decide that after 20 minutes I'd rather do X, I just save the game and go off and do X. Later, when I am done with X, she gives me a beer and I am back at the game, where I left off.

      wbs.

      --
      Huh?
    5. Re:I think he refers to length of typical play. by rohlfinator · · Score: 1

      "As for GTA... It just proves that people are easily impressed. I'm tired of hearing people say "it's totally open-ended. You can do ANYTHING YOU WANT". No you can't. You have clear objectives, clear limitations and clear side games." In regards to GTA, I've always liked to say, "You can do anything you want, as long as it involves driving cars and shooting people."

    6. Re:I think he refers to length of typical play. by PhoenixFlare · · Score: 2, Insightful

      OK. But does not the savegame feature take care of this? So if I kick off a 2 hour mission and decide that after 20 minutes I'd rather do X, I just save the game and go off and do X. Later, when I am done with X, she gives me a beer and I am back at the game, where I left off.

      In many console games, particularly RPGs (strategy and otherwise), you can't just save wherever you want - you may have to traverse a dungeon to a certain point, finish a long battle, or similar before being allowed to save again.

    7. Re:I think he refers to length of typical play. by SanityInAnarchy · · Score: 1

      Actually, Halo does this rather well. Both Halo and Halo 2, unless you're playing on Legendary, probably require WAY less than 15 mins between checkpoints. But then, I don't really know, I've never timed it and sometimes I think it was just 15 minutes, but it's dark out. Or light.

      --
      Don't thank God, thank a doctor!
    8. Re:I think he refers to length of typical play. by grumbel · · Score: 2, Interesting

      ### But does not the savegame feature take care of this?

      The length you have to play between savepoints certainly is an important issue, if the time you can spend in a game is 20min, but the next savepoint is 30min away, you are lost, you will make zero progress no matter how often you try and sooner or later dumb the game (almost happen with MetroidPrime for me). But things like 'Quest logs' are at least equally important, ie. if I don't play a game for a while, a week or a month, I might have totally forgotten what my current goals are, if the game doesn't keep a proper log which allows me to find out what I am suposed todo I will have a very hard time finding back into that game. There are quite a few games (Banjo, multiple Zeldas, EthernalDarkness, FF, etc.) that I havn't finished for exactly that reason, not because they where to hard or anything, but simply because I couldn't find the entrance to the next level or dungeon. Its simply absolutly no fun if you want to go back to a game you havn't played for a while and all you manage to do is wandering around aimlessly for half an hour without accomplishing anything.

    9. Re:I think he refers to length of typical play. by TiggsPanther · · Score: 1
      In many console games, particularly RPGs (strategy and otherwise), you can't just save wherever you want - you may have to traverse a dungeon to a certain point, finish a long battle, or similar before being allowed to save again.

      Some games are (slowly) addressing this. Although more could do with adopting this approach:

      They have two types of game-save. The persistent save, only available at actual save points. These are your standard "revert to last known backup" save points common to many RPGs and other games. They then also have the instant "quicksave" option. This is a one-off resume, and is removed as soon as you start playing again. But it serves it's purpose well as it at least allows you to pick up from where you left off even if you were nowhere near a full save point at the time.

      Some even have this only available during battles, but even this is better than nothing. I also get the feeling that this was because outside of battle you could save at any point in the particular game I'm thinking of. (Unlimited SaGa)

      --
      Tiggs
      "120 chars should be enough for everyone..."
  9. GTA.. too long? Okay, he doesnt play right... by Lord+Bitman · · Score: 2, Insightful

    The great thing about games like GTA: If you dont want to follow the story and engage yourself in the whole big expansive thing, you dont need to dedicate any time at all to that. You can get into a car and drive. The best description of GTA is: "It's Pac-Man, except the dots are people." This is completely, 100% accurate. The police even make the same "Woo-woo" sound. GTA is Pac-man that people who like big expansive games that require dedication can ALSO play. But they are certainly not the only people who can play the game. Of the several people I know who play GTA, only a couple of them have bothered with the story mode- most just drive around and avoid the cops, trying to get the most stars or the longest distance before getting wasted. Someone who says GTA is too long doesnt know anything at all about videogames. (yeah, I know)

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
    1. Re:GTA.. too long? Okay, he doesnt play right... by NanoGator · · Score: 1

      " If you dont want to follow the story and engage yourself in the whole big expansive thing, you dont need to dedicate any time at all to that. You can get into a car and drive."

      Erm. I hate to tell you this, but that's not all that exciting. You can drive around, but you're not really going anywhere. It's like being stuck on the same level of Pacman.

      Anyway, that isn't Miyamoto's point. His point is that games are losing their innovation. It's less and less like picking up the controller and doing something new and fun, and more like picking up the controller and waggling it around until a story unfolds.

      I half agree with him. San Andreas, for example, is really only better than Vice City because of the big long story. Contrast this to Mario 64 and Super Mario Sunshine. I realize that SMS wasn't a big whoop-de-do to a lot of you, but it would be very difficult to argue that you played SMS very differently from how you played M64. If that ain't floatin your boat, then look at Super Maro Bros., then 2, then 3.

      He may be overreaching a bit, but he does have a point.

      --
      "Derp de derp."
    2. Re:GTA.. too long? Okay, he doesnt play right... by Lord+Bitman · · Score: 1, Insightful

      "stuck on the same level of Pacman" you say?
      Have you ever actually played Pac-man? It's all the same level. It is a simple, fun game. With only one level.

      Yes, the story in San Andreas was much better than the story in Vice City. But the improvements to the game itself, ignoring the story (and side-missions), were such that I can't even stand to play Vice City anymore. Sure, it's like playing GTA III version 1.3-11 Alpha, but that doesnt make it a bad game. Grand Theft Auto is progressing in exactly the direction games should progress: More Complexity. Enough Complexity that, if you want to, you can play a very simple game. It's like if Pac-man could decide one day: "You know what? Fuck dots.", jump over the wall, and decide to play pong instead. (Pong, another fun single-level game)

      Yes, being innovative is the point, but the argument that GTA is too complex is just completely wrong. It's not innovative, but it certainly isnt too complex. It is still pac-man. As are most games. Whether the dots be people, guns, healing potions, completely random objects- yes, Katamari Damacy, which so many people think is so original and unique, is on a fundamental level exactly the same as San Andreas and Zelda. They are all Pacman. They are all "run around collect the dots" games. This does not make them bad. This makes them, at their root, have a simplicity which anyone can pick up on. Think the STORY makes it too complex? Here's a hint: hold down the "X" button when people are talking. In most games, this will skip over the dialog and revert to pacman.
      There is no "length" to a game which can be entered from any point, played forever, and left at any point. (This is why I say he doesnt know anything about games)

      Sure, I long for a game where you run around a sphere planting concepts and seeing them bloom fractally to connect with new spheres until you have formed a rational thought which can be collapsed in on itself to tunnel into a twisted new world of strange and startling topologies... but until anyone can wrap their head around that one, we're going to be stuck with: Pac-man (collect the dots), Pong (make the dot fly in the general direction of your opponent), and a few others such as racing (Follow the path! Now _THAT'S_ fun!), Rhythm(I enjoy it, but how much more can you innovate besides coming up with new peripherals?), and "Build the object to perform a task"(a genre which I think has not been explored nearly enough, and which I believe will expand rapidly as technologies increase. These are still in their barest infancy right now, despite how old they are)

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
  10. They are too long. by Inoshiro · · Score: 2

    I don't have the time that all these high school kids seem to have. That is, between my significant other, managing my house, and work, I've got myself a 60-80 hour week.

    If I pick up a game that brags of over 40 hours of gameplay, I put that fucker right back down. I don't have time for more than 8 hours of gaming a week, tops. WoW is nice in that I can have a WoW session that lasts an evening, and not be penalized (thanks to their rest system). Or I can spend a week and some change beat a 10-12 hour game. A 40 hour game usually takes more than a month to beat, especially if it requires that I level characters in repetitive, stupid, RPG combat.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:They are too long. by AlexMax2742 · · Score: 1

      Good luck when you get to Level 60. About the only thing you have left when you get there are the hours-long raids. And Battlegrounds, if you like PvP where you can't even talk to your enemy.

      --
      I'm the guy with the unpopular opinion
    2. Re:They are too long. by AgentGray · · Score: 1

      You need Guild Wars.

      --
      "Power corrupts. PowerPoint corrupts absolutely."
  11. Games are too long... by StupidKatz · · Score: 1

    ... because most of them are boring rehashes of previous games. Where is the Elite of today? Why don't we see more well-done hybrid games like the original Deus Ex? What about the old 'innovative' games that fell through the cracks (witness: "Hardwar")?

    Generally speaking, companies like making money. Now, there's nothing wrong with making money, but when it's almost a proven fact that people will buy due to the eye-candy over gameplay, then it's easy to see why so many of today's games are just... mediocre rehashes.

    Still, there are a few that have managed to make the grade:
    - Thief: Deadly Shadows
    - Babylon 5: I've Found Her
    - Elder Scrolls: Morrowind
    - Lock On: Modern Air Combat
    - Aliens vs Predator 2
    - Metal Gear Solid: Sons of Liberty
    ... and about a half-dozen others whose names I cannot immediately recall.

    In summary, the problem is not that games are too short, but that most games suck.

  12. To quote Miyamoto from the article by HoneyBunchesOfGoats · · Score: 1

    "Of course, there are games, such as 'Halo' or 'Grand Theft Auto,' that are big and expansive. But if you're not interested in spending that time with them, you're not going to play."

    But Miyamoto is the one who created The Legend of Zelda, a game which for its time was the biggest, most expansive game out there (which I remember taking a lot of time to beat when I was younger). You would think he'd be excited about having the capability to make larger, more rich in-game worlds. It's pretty apparent from this that Miyamoto's perspective has changed now that he's older; it's unfortunate that he can't recognize that other game developers have the same creative impulses he used to have.

    1. Re:To quote Miyamoto from the article by FLAGGR · · Score: 1

      Legend of Zelda games never made it so you had to play for 2 hours straight, like a FF game. You could play for a half hour and go back later and not be confused and wondering where you were, or lose your progress because you were still an hour away from a save point.

    2. Re:To quote Miyamoto from the article by Anonymous Coward · · Score: 0
      You obviously never played Majora's Mask. Going back in time and saving undid everything that you had done in that session. Sure you could do temporary saves at owl statues (you could only restore from that save once), but even still accomplishing any one task to the point where it was complete to the point you could go back in time and not lose your work took hours. The biggest problem was you could not save in a dungeon, which were quite lenghty. You either had to leave the dungeon and find an owl statue, or go back in time and lose all your work.

      Another tragic example is Wind Waker, where you have to sail around for what feels like an eternity to get from place to place.

    3. Re:To quote Miyamoto from the article by grumbel · · Score: 1

      ### You could play for a half hour and go back later and not be confused and wondering where you were, or lose your progress because you were still an hour away from a save point.

      Aehm, the Zelda games have IMHO *exactly* that problem. If you are half way through a dungeon and have to stop playing for some reason, you have to restart the dungeon again since your position is not saved, but only the number of keys you gathered. Its also very easy to get lost if you havn't played for a way, since the map doesn't make it very clear where you have to go and where you already where (ie. some rooms block your way from one entrance, so you have to aproach them from a different one, if you forget that you can run around in circles for hours).

      It might still be less then in a FF game, but I basically stopped playing Zelda games for exactly that reason, it simply takes to much time to get into and once your out of the loop, you are basically completly lost, unless you invest even more time to find the track again.

    4. Re:To quote Miyamoto from the article by edwdig · · Score: 1

      The last Zelda game Miyamoto really directed was Ocarina of Time. For that game, Eiji Aonuma was second in command. For Majora's Mask and Wind Waker, Aonuma was the lead and Miyamoto was more of a consultant. You can't really blame Miyamoto for any flaws in those games.

    5. Re:To quote Miyamoto from the article by rohlfinator · · Score: 1

      Recent Zelda games (Wind Waker, Minish Cap) have added warp points that lead back to the beginning of the dungeon. Generally you can be back where you left off within a minute or two after restarting.

      Also, his point still stands in regard to the overworld. Unlike most RPGs, you can freely move from point to point in the overworld without any restrictions, so it's easy to spend 15 minutes just attempting a sidequest, then be back to your dungeon after a quick warp song.

  13. Oops, forgot a doosy by StupidKatz · · Score: 1

    ... and of course "The Chronicles of Riddick: Escape from Butcher Bay". That was one fine example of a game that completly blows Mr. Miyamoto's opinion out of the water. (Note: I'd never heard of Riddick before I picked up the game - now I own both movies on DVD.)

    That game seemed too short by a couple orders of magnitude. :)

    1. Re:Oops, forgot a doosy by AdamPiotrZochowski · · Score: 1

      both movies? I though there are three, atleast I seen three of them:

      Chronicles of Riddick : Pitch Black ( http://imdb.com/title/tt0134847/ )
      Chronicles of Riddick : Dark Fury ( http://imdb.com/title/tt0407658/ )
      Chronicles of Riddick : The Chronicles( http://imdb.com/title/tt0296572/ )

    2. Re:Oops, forgot a doosy by StupidKatz · · Score: 1

      I didn't consider Dark Fury a movie; whenever I've seen an anime version/continuation of a live-action film, something always seems cheesed-up. The characters in the 'Riddick' world were rather believable. Anime-ish films usually trash that feeling double-quick.

    3. Re:Oops, forgot a doosy by AdamPiotrZochowski · · Score: 1

      dark fury nicely ties pitch black with the main chronicles of riddick.

      We learn why Toombs is so keen on getting Riddick
      We learn why Riddick separated and went to hidding

      etc, etc... and it has real voice acting, although I do agree, as
      an anime the graphics artists tried to be artists and some of the
      shots come out looking broken and bad.

  14. I think he's right by astrashe · · Score: 1

    I don't play games, and that's why. When I was a kid, you'd drop a quarter in a tempest machine, and you could play without making much of a committment. Now you have to buy expensive hardware and dedicate 40 hours to learning how to play.

    The other side of the argument, though, is that there are obviously plenty of people who like games the way they are -- they're certainly making a ton of money.

  15. Re:Hopefully some other devs will take this to hea by Nasarius · · Score: 1

    Agreed. I love huge, free-form games (Privateer, Daggerfall/Morrowind, Darklands, some other decent RPGs...). I don't need to finish it to enjoy it.

    --
    LOAD "SIG",8,1
  16. Actually, this is a big problem in the industry by cgenman · · Score: 1

    Most people who develop games no longer have the time to play through them. If you're working 10 hours a day at a job, then come home to spend some time with your wife or husband and kids, you just don't have more than a few minutes to pick up a game between the time that you put the potroast in the oven and the time to pick up kids from soccer practice. Game development makes this even harder, as you're surrounded by them all day long anyway. Your need to game is at least somewhat satisfied, but your need to see your family, read a book, or pay your bills goes wanting all day.

    Working people need games that are short, intense, save-anywhere, and highly intuitive. The ability to play with your family is also a plus.

  17. Re:Here in Soviet Russia by Lord+Pillage · · Score: 1, Funny

    Dog arrest you!

    --
    try { Signature mysig = new CleverAttempt(); } catch(NonCleverSignatureException e) { postanyway(); }
  18. Real games don't ever end by ArmorFiend · · Score: 5, Funny

    Real video games don't have ends. They just keep on getting harder, and faster, and more brutal, until either you call it quits, or your score overflows 2^16 and wraps around.

    Power-ups are for sissies. Health bars are for sissies. Just give me 3 lives and an extra at 10,000. A true test of skill is a game like Asteroids or Centipede or Ms Pac Man or Joust.

    If a game has an end, then it is a rip-off.

    1. Re:Real games don't ever end by Lord_Dweomer · · Score: 1
      Today class, we'll learn what an "opinion" is.

      I don't know where the hell you're getting that definition of a video game from, but I hope you don't seriously believe what you say.

      Real video games come in infinite varieties. It just so happens you prefer a certain type, which someone else like myself would find to be pointless and never-ending and most likely very frustrating.

      --
      Buy Steampunk Clothing Online!
    2. Re:Real games don't ever end by Spoobis · · Score: 1

      go tell it the mountain brother! it was all about score and getting your name up in the good old days. warioware is kind of like that. the touched version is easy to play through but then you play the real game playing the mini-games for higher scores when they go faster and faster.

    3. Re:Real games don't ever end by SpeckledJim · · Score: 1

      Hmm, how about you learning to recognize someone not being entirely serious first? Might save on making pointless po-faced comments about opinions.

    4. Re:Real games don't ever end by Hast · · Score: 1

      I believe they will learn about irony and sarcasm next month.

    5. Re:Real games don't ever end by MotorMachineMercenar · · Score: 1

      This is the reason why I read slashdot: totally clueless people getting all high-and-mighty to funny/sarcastic/etc. comments in the most embarrassing way imaginable and outing themselves as having the reading comprehension skills of a pre-schooler.

      --
      "We have an A-Bomb...what more do you want, mermaids?" --I.I. Rabi, speaking in defense of Robert Oppenheimer
  19. Not quite sure about that by ignorant_coward · · Score: 1


    I'm not sure that current games are longer, but one thing that is certain is that they are often less interesting. For example, I think, overall, I had more fun with early Final Fantasy games than the later ones, but I'm not sure the early ones were really shorter. There are a few modern games that are really good, like Deus Ex, but most just lose my interest in striving for realism. It's almost as if there's so much time in making it real, that it just isn't real at all.

  20. Re:Hopefully some other devs will take this to hea by NanoGator · · Score: 1

    "This is something I've been saying for a while myself... It sounds real cool as a bullet point to say "over 140 hours of gameplay!!" or whatever, but do you really want to be locked into the same thing for that long?"

    Ordinarily I'd say "Yes!!". But I've had San Andreas since late February. I'm still only about halfway through it. The reason? I'm a busy guy. I'm really itchin to buy Tempest X for the origional Playstation. That was fun. Throw the disc in, play for about 15 minutes, put it down. Maybe when my schedule lightens up I'll put more time into the longer games. But right now, I'm leaning towards what Miyamoto says.

    Then again, maybe part of the problem with San Andreas is that it takes so fricken long to actually get going. I should drag out my N64 and get Blast Dozer going again.

    --
    "Derp de derp."
  21. Jet Force Gemini by Anonymous Coward · · Score: 0

    Personally, I wouldn't say that games are becoming too long but more that games are becoming too long for no real reason. The perfect example of this is Jet Force Gemini for the N64; the game essentially had 2 endings, the first on occured after about 10-15 hours of gameplay and the second one in the 40+ hour range. The problem was that the game was amazing for the first 15 hours and then you had to replay through all of the first levels (to collect a bunch of bears that to this day I wish I could have killed) and then you had to play through an equal number of new levels (several times) before you could actually beat the game. It is these artificial barriers that increase the length of a game that are the problem.

  22. > San Andreas, for example, is really only better than Vice City because of the big long story.

    Right, because having 4+ times the real estate, controllable planes, casino games, gang control, fence hopping, movement while crouching, stealth kills, train hijacking, parachuting, alpine bike racing, rural areas, vehicle hitching (tractor train, anyone?), body and car modification, bicycles, etc. has absolutely zero impact on gameplay...

  23. Re:Hopefully some other devs will take this to hea by shawb · · Score: 1

    If they are only offering a 2 hour game, then it had better be 1/70th the price of a 140 minute game (assuming similar replayability.) Okay, maybe even 1/7th of the price would be appropriate. Hmm... a series of $10 episodes of a very high quality video game? Might that actually take off? Video rental places would either make a killing off of it or suffer dramatically, depending on if they marketed them the same as regular games.

    I think the industry would end up losing out if it went to this. Basically a group of friends could get together and split the costs. On second thoughts, people trade video games all the time. It was a right of passage as a teenager/preteen. This could even work to disuade piracy in a "It's not my time to hack this $10 little game" way.

    And then after a while, just release the whole thing as one giant box set with a couple of bonus features. Could probably charge more for that than for a single game, but volume just wouldn't be that high. However this would be after development costs are pretty much paid off anyways.

    I don't know... I'm not a video game developer. And the ones I know would probably just laugh at the idea.

    --
    I'll never make that mistake again, reading the experts' opinions. - Feynman
  24. Hmmm by Elranzer · · Score: 1

    I love the guy, his games are my favorite, but...

    This explains why Luigi's Mansion, Mario Sunshine, Wind Waker and Minish Cap are pretty short compared to their ancesotrs. The Twilight Princess had better not suffer shortness due to this.

    1. Re:Hmmm by Anonymous Coward · · Score: 0

      Miyamoto has no involvement in Twilight Princess. That is mostly why it is so much different looking than the previous ones.

      He is definitely working on new games for DS and Revolution. I believe he was quoted saying EAD was working on Mario tests for a potential new game in the series. New as in completely different a la Mario World -> Mario 64. But calling them tests admits they don't have a solid mechanic yet which could result in something half baked like Luigi's Mansion. One of these tests might have resulted in the "New Super Mario Bros." game which should be smoking hot.

      But yeah, he's not involved in Twilight Princess.

    2. Re:Hmmm by mister_slim · · Score: 1

      Aonuma, the director of Windwaker and Twilight Princess, has said TP will have 70 hours of gameplay. Lots of sidequests and exploration, I think. I can't wait for the 'Nintendo ripped of GTA' comments.

    3. Re:Hmmm by edwdig · · Score: 1

      While Luigi's Mansion was short, it was the right length for what it was. They would've need to expand a lot on what Luigi could do to make the game longer. I always felt the game should've been released for $30 or so rather than $50, at which point the length wouldn't such an issue.

      Wind Waker was rushed to release in time for the Christmas season in Japan. It's pretty clear it was intended to be longer - I think I heard 2 dungeons were cut. The obvious place for one of them is when you are looking for Jabun (or whatever the name of that giant fish is). You come to an island with nothing on it, then are sent somewhere else and Jabun just gives you a pearl, whereas the other pearls were in dungeons. The other dungeon cut probably would've been in the section where you go through dungeons with a 2nd character, but that's just a guess

      I've haven't played Minish Cap yet, so I can't comment on that, but it was designed by Capcom rather than Nintendo, so blame them.

    4. Re:Hmmm by xenocide2 · · Score: 1

      I think the Zelda game deserves a write off. Ocarina of Time was hands down the biggest game of that generation, and potentially ever. Three young link dungeons, and like eight adult link temples plus shitloads of side quests add up to a hell of a lot. Honestly, it's no wonder the game came late, and that both Wind Waker and Majora's Mask seem smaller. Even though a link to the past was roughly the same size, it had the advantage of being 2d instead of 3d. And I think the dungeons themselves weren't as complicated.

      But plenty of other games are getting longer. Hell I just picked up Starfox, and it feels like the first level is longer than the easy route on SF64. F-Zero GX is definetely longer and better, and Metroid Prime is a longer game than you make it out to be. Of course, all these games have been farmed out to other people.

      Also, I'm not even sure what the ancestor of Luigi's mansion is.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    5. Re:Hmmm by rohlfinator · · Score: 1

      "Miyamoto has no involvement in Twilight Princess. That is mostly why it is so much different looking than the previous ones."

      That's what I thought, too, but IGN's new Hyrule Times says differently:
      "Luckily, I had the opportunity to interview some key members of the game's development team, including director Eiji Aonuma and also Shigeru Miyamoto, who will have a much more influential role on this new Zelda than he has the previous two."

      Maybe Miyamoto's involvement is one of the reasons it looks different. IIRC, Miyamoto was opposed to the cel-shaded look of Wind Waker. Perhaps he wants to take the series back to its dungeon-based roots, since both Wind Waker and Majora's Mask were a little short on dungeons.

    6. Re:Hmmm by Anonymous Coward · · Score: 0

      Maybe Miyamoto's involvement is one of the reasons it looks different. IIRC, Miyamoto was opposed to the cel-shaded look of Wind Waker. Perhaps he wants to take the series back to its dungeon-based roots, since both Wind Waker and Majora's Mask were a little short on dungeons.

      What? No! Miyamoto was the one that wanted the cel-shading, and then asked "Why are they not clapping?" when there was an astonished silence when the game was revealed at Spaceworld. Not to mention that Wind Waker was supposed to be the game that went back to the "original Zelda" roots - that is, wandering around blindly searching for everything in the overworld.

      I'll never understand why people say that Majora's Mask was short. There were four MAIN dungeons, but there was still plenty to do. The Skulltulla House, The world on the moon, the pirate's fort, searching for eggs in the ocean, the incredible amount of detail in Clock Town where each person had their own precise schedule that they followed for THREE DAYS - this is incredible, groundbreaking stuff.

  25. Translation by Walkiry · · Score: 1

    What he actually means is "we have to convince people that shorter games are better so that we can spend less time and money in development and still charge the same amount for them."

    --
    ---- Take the Space Quiz!
  26. Re:Here in Soviet Russia by Anonymous Coward · · Score: 0

    If that gets modded "Funny," I'm going to fucking kill somebody.

  27. Re:Here in Soviet Russia by Anonymous Coward · · Score: 1, Funny

    I'm going to fucking kill somebody.

  28. I kinda see what he means by MilenCent · · Score: 2, Insightful

    I never finished Skies of Arcadia. I lost interest shortly after the point where the player had to search Deep Sky for that stuff, I forget what they were.

    I almost never finished Grandia. After I finished the first disk, I didn't continue far into the second before something else came up, and by the time I had time for Grandia again, I had forgotten most of what I was doing. While recently I went back, started over, and finished the whole thing, it strikes me as odd that it took me so long to do so -- Grandia has great writing, head and shoulders above most other games, and is usually a joy to play.

    This has only been getting worse over time. I've actually yet to finish Zelda: Minish Cap. The problem, as I see it, is that if I get interested in something else, maybe a project or a book or another game, then my chances of going back to the original game decrease dramatically.

    I think the best way to handle this, however, might not be to make games shorter, but provide more continuity links to player who stop playing for a while. Maybe recaps of the story at periodic intervals, that kind of thing.

    1. Re:I kinda see what he means by Anonymous Coward · · Score: 0

      Ha. How coincidental. I'm playing SoA Legends right now, and I just got to the Deep Sky part myself this afternoon (after getting the five moon crystals), and I'm starting to lose interest too. XD

    2. Re:I kinda see what he means by Anonymous Coward · · Score: 0

      Keep at it. It gets much more interesting, trust me.

    3. Re:I kinda see what he means by mrgreen4242 · · Score: 1
      I'm the same way. I a still chugging through Minish Cap, and embarrassingly enough, Wind Waker. Now, I have REALLY enjoyed both of these games. My problem is that I will play for a while, fairly regularly, and get about halfway through. Then something comes up, like you said. A project at work, or a book, or a trip, etc.

      Now I come back to the game and I cannot for the life of me remember what it is I am supposed to be doing there. I can't remember where I am headed, where I have already been, etc. So I just spend my first session back at the game running around being lost, not having any fun, and I just quit and don't go back.

      Games need to be broken up into smaller bits, that you can complete in a couple sessions, and that are entirely distinct from past parts, either by merit of geography or story. They should have their own independent story, that while related to previous installments, can still stand on their own.

      In short games should be like a good TV show. You can watch any episode you want at any point in the series and it will make sense and be enjoyable. BUT, if you have seen all the previous episodes you will get more out of it... things will be revealed about storylines and characters that only makes sense/are apparent if you have have seen the previous episodes.

      With the built in broadband connectivity of each of the new consoles, and with, hopefully, harddrives at least readily available for them, I hope to see episodic content available for direct download, or better yet subscription. Pay $5-10 and get this months episode of the new Zelda game, or whatever. If you play episode one and don't care for it, your done, and you only spent a few bucks. However, if you like it, you can play a new game every month for a year; one that you can beat over the course of a week or two (or a weekend for the hardcore). Plus the developer can start to see revenue faster (no need to drop $100 million on creating a game right up front), which will lower the barrier for entry, giving us better variety in games.

    4. Re:I kinda see what he means by Anonymous Coward · · Score: 0

      Ah. I see what you mean, having just raised Soltis today.

    5. Re:I kinda see what he means by ameoba · · Score: 1

      Maybe you're just not mean to be an RPG player?

      --
      my sig's at the bottom of the page.
    6. Re:I kinda see what he means by TiggsPanther · · Score: 1
      Now I come back to the game and I cannot for the life of me remember what it is I am supposed to be doing there. I can't remember where I am headed, where I have already been, etc. So I just spend my first session back at the game running around being lost, not having any fun, and I just quit and don't go back.

      I definitely agree with that point. In the past I have found that the difference between a game I pick up after a break and a game I give up after a break is whether I can remember what I was up to at the time.

      This is one of the things I like about the GC game Tales of Symphonia. Granted I never had a long break from playing it, but if I do (or, as does happen, if I have a glitch in m short-term memory and forget where I got up to yesterday) then the main menu has a "Synopsis" section. Each plot event that has occured (or is occuring) is in there. And any current "open" quests are in bright yellow. I've seen this kind of thing in PC RPGs before, but not Console RPGs. It is useful, though, as if you do return to a game after a few months you can immediately see which quests and side-quests you were involved in at the time.

      --
      Tiggs
      "120 chars should be enough for everyone..."
    7. Re:I kinda see what he means by MilenCent · · Score: 1

      Considering that I've completed many RPGs, I sincerely doubt that. In any case, games cannot afford to be so elitist in their audience these days.

    8. Re:I kinda see what he means by TiggsPanther · · Score: 1

      The only drawback to that is that then you end up with only shorter RPGs, as companies will then focus on the general audience rather than the fringes.

      I like the long-haul RPGs. I like a game that I know is going to take me weeks to complete the first time around and ages to unlock every last secret. Those are the games that make me feel like my money was well-spent. I definitely like something that I can switch on after work to and sink my mind into to escape from the daily grind.

      On the flip-side I like puzzlers, fighting games and dancing games for exactly the opposite reason. They're the games I pick up for a journey (usually not the dancing games for this one...), or when I need to kill time before going out, or when I simply lack the brainpower for a more involved gaming session.

      Granted I prefer RPGs with some sort of decent recap system, as it's useful for when a long period between sessions (or simple bad memory) leaves you unable to remember what you were in the middle of. But at today's gaming prices an RPG better be long and involved!

      --
      Tiggs
      "120 chars should be enough for everyone..."
    9. Re:I kinda see what he means by MilenCent · · Score: 1

      If a long-and-involved RPG is implemented well enough, it'll entice casual gamers into playing it. And don't misunderstand me -- what I was pleading for wasn't reducing all games to a lowest common denominator, but rather that games stop being so insular and impossible to understand and enjoy unless you're already steeped in a genre's contexts.

      This is one of the reasons I'm not so interested in playing FPSes, or sports games, or fighting games; who but each genre's adherents will really understand everything that genre has to offer? Fighting games are especially bad in this regard -- there's a whole terminology behind them that's incomprehensible to anyone who hasn't spent a good amount of time discussing fighting games. I don't have the time to get a BA in fighting games just to have fun with Capcom's latest Super Pummelfest.

    10. Re:I kinda see what he means by TiggsPanther · · Score: 1

      I suppose that's one of the main drawbacks about any gaming genre. The complexity that puts some people off certain game genres is often what attracts others to the same genres.
      I don't play FPS games, or sports games or many fighting games for the same reasons you stated above. I don't want to have to know loads about the genre just to play a game.

      The related problem is that I enjoy RPGs because of the contexts. The ones that are more open to casual gamers often feel like they have something missing. They seem to err too much on the side of caution. You're right that a game doesn't have to be reduced to the lowest common denominator, but the developers (or, perhaps, the market research team) seem to do that anyway.

      --
      Tiggs
      "120 chars should be enough for everyone..."
  29. Life's too short by Canthros · · Score: 2, Insightful

    to put 40 hours into a videogame while you're trying to carry on any sort of semblance of a normal adult life. Hell, by the time I account for my commute, my lunch, and my eight hours work in a given day, I've lost at least nine, if not ten, hours of my day to my job.

    Never mind time spent in the moring before leaving to work (roughly a half hour) or time spent in the evening in various hygiene relate activities (at least a half hour). I'm a painfully single guy, so I really can spend Friday evening and all of Saturday playing games, but I have to do laundry sometime, there's still some TV I do watch, and I have a variety of other errands that have to be run in a given week, not to mention any other entertainment that I might engage in. I'm lucky right now if I get three hours of gaming in during a given week. There's just too much other stuff to do.

    Shorter games that can be picked up for brief periods are a lot more attractive, since I've got to squeeze them in around the rest of schedule.

    --
    Canthros
    1. Re:Life's too short by Anonymous Coward · · Score: 0

      So get a portable and play during your commute and lunch...

    2. Re:Life's too short by Canthros · · Score: 1

      I drive to work. I could take a bus, but I would probably lose additional hours to the bus ride. Thanks, but no.

      And my lunch break is short enough that I usually spend it eating. At my desk.

      --
      Canthros
  30. It's a joke, dumbfuck. by Anonymous Coward · · Score: 0

    It's Happy! It's Fun! It's Happy Fun Ball! Yes, it's Happy Fun Ball, the toy sensation that's sweeping the nation. Only 14.95 at participating stores! Get one Today! Warning: Pregnant women, the elderly, and children should avoid prolonged exposure to Happy Fun Ball. Caution: Happy Fun Ball may suddenly accelerate to dangerous speeds. Happy Fun Ball contains a liquid core, which if exposed due to rupture should not be touched, inhaled, or looked at. Do not use Happy Fun Ball on concrete. Discontinue use of Happy Fun Ball if any of the following occurs: * Itching * Vertigo * Dizziness * Tingling in extremities * Loss of balance or coordination * Slurred speech * Temporary blindness * Profuse Sweating or * Heart palpitations If Happy Fun Ball begins to smoke, get away immediately. Seek shelter and cover head. Happy Fun Ball may stick to certain types of skin. When not in use, Happy Fun Ball should be returned to its special container and kept under refrigeration. Failure to do so relieves the makers of Happy Fun Ball, Wacky Products Incorporated, and its parent company, Global Chemical Unlimited, of any and all liability. Ingredients of Happy Fun Ball include an unknown glowing substance which fell to Earth, presumably from outer space. Happy Fun Ball has been shipped to our troops in Saudi Arabia and is also being dropped by our warplanes on Iraq. Do not taunt Happy Fun Ball. Happy Fun Ball comes with a lifetime guarantee. Happy Fun Ball! Accept no substitutes!

  31. Thank god for that by flowerp · · Score: 1

    Ah, so THAT's why I never get to see the end sequence of any game I play. The games are too long! (the alternative being that I suck at playing games is thereby ruled out. Thank god for that)

    --
    --- Eat my sig.
  32. And Fan called me crazy... by XXIstCenturyBoy · · Score: 1

    When I was saying that Nintendo's game are too short by half these days.

    Yes a short game is fun, and i'd spend a few quarters anyday on Tempest or Pac Man, but I'd spend quarters on Bubble Bobble too, which is a rather long game.

    Wind Waker was too short. I bought a DS and a GBA and there is not 1 Nintendo made game I can't finish in less than 2 hours. The DS is not sitting on the mantle and the GBA is my 16 months old daughter favorite toy now (I bought her Dora The Explorer at the walmart bargain bin, she likes the music)

    There is a place for short games, and there is a place for long one, depending on the genre. My girlfriend still plays Animal Crossing on the Gamecube, which I bougth when it launched. Shenmue continue to marvel me on my Dreamcast.

    Unfortunatly a lot of aging designer like Miyamoto seems to confuse which game should be short and which one should be longer. Its not my fault if age make them lose concentration. And it seems to be a growing trend for Nintendo. Their idea of making a game longer is to make us collect coins and whatsnot. Every game out there on the Gamecube seems to have some sort of exploration bonus... I hate them, they don't bring any fun the game beside a sense of being Sherlock Holmes's bitch.

    But then again, game that are too long suck too. I'm sorry but all the latest FF are too long and become repetitive. And only hardcore geek fully finish San Andreas and Sin City.

    1. Re:And Fan called me crazy... by Toby_Tyke · · Score: 1

      I bought a DS and a GBA and there is not 1 Nintendo made game I can't finish in less than 2 hours.

      OK, I'm a betting man, so I have a wager for you. A thousand dollars says you can't finish Mario 64 DS in 2 hours. What the hell, make it 2 grand.

      Given that you need 80 stars to finish it, and assuming you never ever make a mistake of any kind, you would need to do every star in less then 1.5 minutes. Drop me aline if you want to take the bet.

      --
      "I realise this is not a very popular opinion but it's the truth, and there for needs to be said" -Bill Hicks
    2. Re:And Fan called me crazy... by Anonymous Coward · · Score: 0

      I believe he was talking about DS games, not N64 ports.

      Har har. :-)

    3. Re:And Fan called me crazy... by XXIstCenturyBoy · · Score: 1

      Why would I do that? I'd be bored out of my mind for having finished that game when I was a wee child. Oh yeah my grandmother finished that game on the N64 will all the stars. (Its not even a joke. To this day she still is trying to get a everything in PS2' Ratchet and Klank)

    4. Re:And Fan called me crazy... by Toby_Tyke · · Score: 1

      Why would I do that?

      Because you'd win two thousand dollars.

      --
      "I realise this is not a very popular opinion but it's the truth, and there for needs to be said" -Bill Hicks
  33. Try interactive fiction by bluGill · · Score: 1

    You need to try some interactive fiction. You get mysteries, romance, collect the treasures, solve the word puzzle, and more. Normally in combination. Most IF is all about story these days, so there often is no puzzle as in the old days.

    Despite advancements in GPUs, games from the 1970's played on a vt52 still have better graphics than anything else.

    1. Re:Try interactive fiction by Lord+Bitman · · Score: 1

      I was grouping interactive fiction into the pac-man catagory. (collect the dots)

      I am a fan, though not as much as I was before graphics. (now when I want to read a bunch of text, I use a book. When I want a good story with a couple game elements thrown in every now and then, I play an RPG). Most of my IF fandom is just nostalgia.

      Unless H-games count ;)

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
  34. he's SOOOO right by sethadam1 · · Score: 1

    I was a huge video game fan when I was a kid. These days, I have a real life, a girlfriend, and a job. I can't sit down and play some of these games because they take too damn long. That's why I don't buy new consoles and I don't buy new games.

    But I still own a gray box, 8-bit NES system and about 50 games, and I love it. Most people do. Because even a guest to my house can come in and play and enjoy it. They don't have to sit down and play for three weeks straight, two hours a day to make progress.

    Slashdot gamers are of course going to balk at this, but there is a market for shorter - play in one session kind of games for those Gen X adults raised on this stuff who aren't interested in becoming obsessively involved in video games.

    1. Re:he's SOOOO right by hords · · Score: 1

      there is a market for shorter - play in one session kind of games

      That's what I love about Katamari Damacy. You can play in short sessions easily. Plus the unique gameplay keeps the levels from getting stale very fast.

      A longer game has to be really good to keep my attention without switching to another game before I finish. Resident Evil 4, Metroid Prime I & II, and Prince of Persia the sands of time are a few that I won and managed not get distracted from. Countless others didn't fare so well.

  35. Re:Hopefully some other devs will take this to hea by bleaknik · · Score: 1

    If they are only offering a 2 hour game, then it had better be 1/70th the price of a 140 minute game

    Hmmm. According to my calculations 140 minute game should only run about 16.6% more than 120 minute game.........

    --
    Deja Vu
    n. 1. The sensation that you've read this very article before.
  36. $100 Million? by mister_slim · · Score: 1

    Which will be the first game to cost $100 million to develop? The next GTA (6?) or the one after that?

  37. Re:Hopefully some other devs will take this to hea by Mortlath · · Score: 1
    Hmmm. According to my calculations 140 minute game should only run about 16.6% more than 120 minute game.........

    I think he meant 140 hours.

  38. Re:Hopefully some other devs will take this to hea by grumbel · · Score: 1

    140h of "You have to play that long to see the end"-gameplay really sound awefull, they simply would mean for many players that they never ever finish the game and that always leaves a fishy feeling, I for one wouldn't buy such a game. On the other side its of course not wrong to offer a game thats deep enough to be played for hundreds of hours without getting repetitive, that however works best with free-form games, where you arn't locked to tightly by a story.

  39. Re:Hopefully some other devs will take this to hea by shawb · · Score: 1

    Yeah... 140 hours. Oops. And I proofread that one. Oh well.

    --
    I'll never make that mistake again, reading the experts' opinions. - Feynman
  40. So wait... by Kwizard · · Score: 1

    Just because Miyamoto has a short attention span, my 50 bucks goes to a game too short to even be worth it? I've been complaining about games being far too short and he wants them to be even shorter? Nintendo's being driven into the dirt...

    1. Re:So wait... by grumbel · · Score: 1

      The problem is that most games today are both, to long to be really 'pickup and have fun' and at the same time they are also to simple to offer any kind of depth in the length. They are suck somewhere in the middle, which gives you neither.

      I don't mind if a game is only 10 hours long (Ico, Beyond Good&Evil), as long as it fun and provides something exciting, neither do I mind games that I can play for 100s of hours (EF2000, OperationFlashpoint). Games however where I have seen everything after 10 hours, but which force me to play 30 hours to finish them are quite annoying (FF:Tactics).

    2. Re:So wait... by Anonymous Coward · · Score: 0

      So wait... just because you and your alter ego below you (SkyFire360) signed up and posted practically the same comment within minutes of each other, I'm supposed to believe that Nintendo's being driven into the dirt AND their hardware days are numbered?

  41. So you're telling me... by SkyFire360 · · Score: 0, Flamebait

    ... that I'm going to be spending $10 more per game for significantly less playtime and replay value? Next console games are supposed to be $60 and Nintendo is expecting everyone to pay more for less gametime?

    Keep living the pipe dream, Nintendo. Your hardware days are numbered.

    1. Re:So you're telling me... by Bongo+Bill · · Score: 1
      Last I checked, though, Nintendo was still making money hand-over-fist.

      I can't say I'm particularly enthralled with the idea of games getting shorter. However, it is worth noting that Miyamoto wasn't talking about the total length of the game, but on the amount of time necessary to sit down and play it.

      --
      ...but is it art?
    2. Re:So you're telling me... by KDR_11k · · Score: 1

      Perhaps you forgot that the 60$ price was thrown around by MS and Sony, not Nintendo?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:So you're telling me... by Servo5678 · · Score: 1
      ... that I'm going to be spending $10 more per game for significantly less playtime and replay value? Next console games are supposed to be $60 and Nintendo is expecting everyone to pay more for less gametime?

      Keep living the pipe dream, Nintendo. Your hardware days are numbered.

      Nintendo has never said they plan to raise prices in the next generation. As of now only Xbox 360 games have a confirmed price hike. And at Nintendo's E3 press conference they stated that one of the attractive things about Revolution is that it is a low-cost development platform.

      Nintendo knows that development is becoming more expensive and that many companies are feeling the effect of that. I'd be shocked if Nintendo raised prices.

    4. Re:So you're telling me... by SkyFire360 · · Score: 1

      ...one of the attractive things about Revolution is that it is a low-cost development platform.

      Mind you, low-cost development does not directly translate into low-cost end products. What better way to increase profit margins than to lower development costs and maintain price levels?

      Nintendo knows that development is becoming more expensive and that many companies are feeling the effect of that. I'd be shocked if Nintendo raised prices.

      While it may be true that development costs of games are skyrocketing with the increase in production values with games, it still makes sense to keep the prices fixed where they are at the very least. Decreasing the price of games would translate into a decreased income per game sold for developers. Sure they may sell 20% more games, but that would mean that the price would have to be 20% less in order to meet the break-even point. Note too that the big production and distribution companies would have to bank on the fact that every game would sell significantly more copies which, although a nice idea, is not necessarily reality.

  42. As an example, Final Fantasy.. by LordZardoz · · Score: 1

    Sit down, power on the game and play it for exactly 15 minutes. How much fun did you have?

    Probably not much. You probably managed to walk around a bit, get into one, maybe two fights. Or go to a town and bought some stuff, and watched most of one cutscene sequence.

    Lets try that with Metal Gear Solid. In that case, you probably wandered around a bit, maybe hid from some enemies, and maybe got a key.

    Both of those are fine games. But neither is one your likely to sit down and play if you only have 15 minutes to kill. If you want to have an enjoyable experience in either of those games, you probably play for at least one hour.

    END COMMUNICATION

    1. Re:As an example, Final Fantasy.. by Khuffie · · Score: 1

      Yes, but at the same time, knowing AHEAD of time that to get anywhere in a game I have to play for at least an hour till I hit the next save can deter me from playing. I love games, I'm not a casual gamer per se (got all 3 consoles and a rigged up PC to boot), but I can't ensure that I have the next hour available to play a game. I can get a call and have to go out, might remember that I have some school work to be done, my cat may require my attention. If i start playing and any of those situations come up, I'd have to drop a game. For games like Metroid Prime where saves are interspersed between levels, it's kind of hard for me to commit to playing. Granted sometimes that case doesn't happen, and I'd end up playing Halo 2/Zelda etc, games that allow me to stop anytime, for hours on end. But knowing that I can stop anytime and not lose that last 45 minutes of play, especially if it was through a damned tough section, is a bonus that'd get me playing. Heck, sometimes I'd just get bored of playing a game 30 minutes in but haven't saved yet. I feel like playing another game, but I have to go through another boss fight/dungeon crawl to get to the next save before I can.

  43. Pfft, in America by KDR_11k · · Score: 1

    Dogg tops the charts!

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  44. What annoys me about modern games by Greg_D · · Score: 1

    Are games where you have to wander forever just to get to the next area where the action will take place. GTA and Zelda: Windwaker are two prime examples. Driving a car in a video game that is not about racing is freaking boring. Driving a boat? Equally boring.

    If I play an RPG, then I can expect a certain amount of grinding (hell, I even beat all the extra dungeons on Star Ocean 3), but one of the reasons I don't play MMORPGs is because of the ridiculous down time between, well, any action. Running for 5 minutes in each direction just to fight with an NPC for a half minute is not my idea of fun.

    Maybe it's just me, but I get more of a kick out of playing Crazy Taxi, Hot Shots Golf, Ape Escape 2, or Tony Hawk than I do out of these games where the point is to run around forever trying to find things to do. If I wanted a game that was to remind me about the drudgery of real life, I'd work a few extra hours of overtime and treat myself to a great meal and a movie instead.

  45. Not if the game is good by Nice2Cats · · Score: 1
    Good games, like good books, are never too long, they are too short. The only thing that is important is that you can stop in between and do some real life, just like putting down the book for a while.

    This, of course, is another reason why the best computer game in the world is the best computer game in the world: Try finishing NetHack in one sitting.

    1. Re:Not if the game is good by KDR_11k · · Score: 1

      Well, consider that any game gets boring at some time. Most games would rather end before they get boring thus leaving a good impression and the desire for more (thus a will to buy the sequel) instead of going on and on until the player is tired of it and making the player remember it as that game that got boring half way through. I think it's good when they end it when they run out of ideas instead of repeating levels or something just to get the minimum playtime up.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  46. Long? by sloose · · Score: 1

    I wonder how many of these Slashdotters who complain that they don't have enough time to play games, are also ones who purchase the 10+ hour Lord of the Rings boxsets, or occasionally sit through a Star Wars marathon. Excluding RPG's most games will average 10-20 hours. I don't think that is long at all. Why are video games any different than any other form of recreation?

  47. Re:Hopefully some other devs will take this to hea by Anonymous Coward · · Score: 0

    It was a right of passage as a teenager/preteen.

    "rite".

  48. Re:Hopefully some other devs will take this to hea by tepples · · Score: 1

    I don't want a game that leaves me with, "What? Thats it?" when I get to the end of it. If I wanted something quick I'd watch TV or rent a movie.

    I think the point is that a game has multiple two-hour episodes, and you can skip to any episode you want.

  49. This is why Nintendo is #1 by Daddio · · Score: 1

    Thanks again for the insight. I guess this is why Nintendo is on top and no one is buying those long games like Halo 2 or GTA!

    Developers pay attention, your audience wants repeats and rehashes of 20 year old entertainment not large expansive and immersive worlds to play in.

    1. Re:This is why Nintendo is #1 by KingHippo2600 · · Score: 0

      Yes, Halo 2 is the longest game I've played in a while. ...I'm sory, but I can't find it in myself to mention Halo in a post and not bitch about how it's the same damn thing as doom.

      --
      I wasn't a fanboy when Sega was around, and by god, I'm not one now.
  50. Sports games always have an end.. by techstar25 · · Score: 1

    With sports games like football or basketball, you can always sit and play for 15 minutes, and actually finish something...the game. You don't need to save and come back later. If you don't like how long the game is, change it to 2 minute quarters, and finish the game in about 10 minutes. I like that I can sit down, finish a game, save my season progress, and then get on with my life, all with about 30 minutes of gaming time.

  51. Only Partially Concerned with Length by Anonymous Coward · · Score: 0

    Of course, if you read the article, you can see that length is only one of the things he mentioned. His real concern seems to be that because of the complexity of games, many more games than ever before take a great deal of effort to play with any sort of effectiveness. Which is probably why he doesn't play them, because learning a complex control scheme in a video game can be something akin to work when it is done badly (and sometimes even when it is done well.

    Since I'm a fan of RPG's, I can't really complain about length, but the complexity comes not in the control scheme per se, but in the battle system. Now, admittedly, learning a new battle system can be a bit time-consuming and complex, but the nice thing is that you always know what your doing (i.e. you don't experience pressing the wrong button, or pressing the wrong combination of buttons nearly as often). You simply learn what kinds of strategies do and do not work, something I find way less frustrating than learning a complex controller layout.

    The games that are the best (IMO) are the ones that are easy to play but offer you a rewarding experience and lots of options in terms of the depth of your experience. Animal Crossing is the game, to me, that exemplifies this sort of complexity, as you can just fish all day if you want, or you can write letters all day, or heck, you can just decorate and move around furniture all day. And though I personally get bored with it much quicker, the GTA series offers a similarly tiered experience, which is what makes it effective. And Burnout 3, though it is much more strictly focused than the other two, is the only non-RPG in a long time that I have loved, because it is both easy to pick up and extremely satisfying to play.

  52. Re:YOU'RE AN ASSHOLE FOR DEFENDING HIM by bleaknik · · Score: 1

    Ouch.

    I hope you weren't accusing me of using the Windows calc... 14/12 isn't a tough one.

    besides... I was just being a smartass. I made no claims on whether I agreed or not.

    *shrugs shoulders*

    --
    Deja Vu
    n. 1. The sensation that you've read this very article before.
  53. Re:Hopefully some other devs will take this to hea by owyn999 · · Score: 1

    I like games where I can play for hours but like playing for hours like well Half-Life 2 sure it's still only 15 HOURS... but none the less it left me groping for more...

    --
    Where's that cap to the Decanter of Endless water???