The Happy Medium Of Game Length
1up.com has a piece looking at the changing variable of game length, and current gamer tastes when it comes to time investment. From the article: "For better or worse, one of the main ways gamers size up a game's value is by length. After all, an RPG that promises 40 hours of gameplay must be superior to one that offers a mere 20, right? Not quite. The fallacies here are obvious enough. For example, what good is 40 hours of content if only 20 are worth paying attention to? Or what if a game takes ten hours to run through, but is eminently replayable? Despite these and other valid arguments, many gamers, especially in recent years, have subscribed to the 'longer is better' school of thought, without really considering what 'longer' actually means."
Quite honestly, if a game takes more than 10 hours to complete, that's really more like 4 to 6 months in real life time for me. I'd definitely prefer faster paced more densely packed chunks. Heck if a game really has to be that long, I'd rather have it in episodic chapters, reasonably priced of course. That said, I still love epic RPGs, even it it takes me years to finish them! But if the games were shorter, then maybe I could buy more games... I guess less would be more.
To the making of books there is no end, so let's get started
Beyond Good & Evil was a fantastic game, but a short one. But I gladly take the 12 hours of BG&E over the 50 hour snore-fests that are Final Fantasy games.
After this it seems like a lot of games have chosen to focus more on improving the graphics before adding more game. I suspect that this trend will continue to increase in certain regards with the next generation consoles. Developement costs are expected to increase, meaning that more things will have to be cut to stay within the budget. Higher resulotion also takes up more space on game discs, reducing the overall amount of content a company can include in a game.
However technology like Sony's Blu-Ray allow for a lot more content to be put in a game. If the next Grand Theft Auto game uses this space to its fullest we could easilly see a 300 hour epic in the making. However, on the whole, games seem to have gotten shorter. Every now and again you'll find a 10 hour game that seemed like it had the right amount of content, but usually people are just left wanting more.
As a kid, I routinely found it annoying that a game would end after spending days and weeks play it. Nintendo games never seemed long enough, and while they were fun to play, finishing a game several times in a row seldom left you wanting to play it a gain.
I really got into RPG's in university when the genre really matured. This is when games actually offered an actual time limit, or rather, given ideal conditions, you would finish the game in x number of hours. Of course, RPG's are great if your the type that likes to hang back and battle baddies to improve your experince and skills, or get enough gold to buy premium equipment.
After leaving university (that protective cocoon where your life is planned out for you, you only think you have freedom) and got a job, I found that I wanted to spend less and less time playing games. Or rather, couldn't invest the same amount of time playing these games because of stupid things like a career and life. Bauldur's Gate came out shortly after I entered the job market, and after staying up well past 3am and having to go to work the next day, I realized I really couldn't spend that much time playing games.
Now, I find that any game that requires 40 hours to play a real turn off. For the most part, while I still pick up the odd RPG, after about 10 or so hours of game play, I find it boring and repetitive, so I stop playing. I don't think I have actually finished a game in over 5 years, like gum, I chew on it until the flavour runs out. You could keep on chewing on it, but any enjoyment you got out of it long since vanished.
As the gaming industry now entices 6 year olds to 50+ year olds , the real trick is to find a game concept that can keep you entertained for as long as you want. For young gamers that can waste the hours away, offer a game that allows for long extended gameplay, but for older players with lives and careers, allow the gameplay to be tuned for more rapid progress.
For the most part, I prefer open ended games, like racers, RTS, puzzle games, or simple-RPG's like Diablo or Dungeon Seige, where I don't feel like I have to finish the game, but can come back and enjoy the game at any time without too much worry about the story. Games like Neverwinter Nights, or other real RPG's I find I lose interest quickly, then feel like I have wasted my money
As long as the industry balances out offering games with scripted content, and open ended gameplay, I think there will be no problem, and will cater to young and not-so-young alike. But the first person that offers a variable length game concept, where you can add more or less content depending you how long you want to play the game for would be a real coup, this may re-invent the RPG industry.
I haven't thought of anything clever to put here, but then again most of you haven't either.
I think games with a large element of randomness lend themselves better to having a flexible playing length. Take a look at the Civilization series of games. With the latest installments, you can shorten or extend the length of a game by deciding how large the world will be and how many opponents you will have. Plus, with a randomly generated map, every game is different. However, this can backfire and lead to horrible tedium (e.g. *cough*Daggerfall*cough*).
I think the next greatest breakthrough in gaming will be the widespread creation game engines that can be tweaked for length of play and randomness. Imagine playing an FPS where the levels are always different and where you could determine how many levels need to played until you reach the end. Or an RPG where story elements and characters are randomly chosen or mixed up. Or a space exploration game where the universe is always different.
Yes, this kind of thing really increases the complexity of game design, and it can fail spectacularly if one is not careful, but I would definately like to see more games with the randomness and customizeability of Civilization III.
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Seems to me the games are getting broken up into 'chapters' that maximize the expansion revenue. C&C:Generals, for instance, was way too bloody short. You got around seven missions with three different nationalities. Fine, except half the missions were introducing new portions of the tech tree. Add in the extra 'Zero Hour' missions and the solo play was about right. Add up the money spent and it was just wrong. Same applies to Warcraft III. Were it not for the multiplayer aspects and some of the solo skirmish stuff, I'd be pissed. What they have done is train me to wait till the game is sold together with the expansion set.
Total Annihilation was about right. Total Annihilation: Kingdoms struck me as a bit long. HL: Blue Shift left me feeling robbed by how fast it was over.
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Actually I have 2...
First is a game implying there is time pressure (ie finish this chapter in time or else) when there is not. This makes it seem like you don't have time for all the side quests when actually you do (and in fact if you don't complete the side quests you don't have enough experience/equipment for the boss) which leads to my second peeve:
Having to gate in and out of the boss fight to recharge/get healed and gate back in to a boss who is still damaged. One should be able to deal with a boss without gating out 50 times... if a character isn't tough enough to take on the boss then either the boss is too tough for the game at that point or the character should get sent on a side quest to build some experience/get equipment before being allowed to face the boss.
I played to the end of Neverwinter Nights, couldn't handle the final fight (I get killed in seconds each time), I suspect because I didn't do enough of the side quests. Eh, it was fun while it lasted, but still, I think games should be designed with this sort of thing in mind.
Jack.
I'll use 3 platformers as evidence here.
Sly Cooper left me wanting more. I think I finished in around 10 hours, and I had gotten all the extra moves. I tried some of the time trials and decided the commentary wasn't worth the insane difficulty. I wanted more story, and I have no problem saying the game was great, but too short.
Sly 2 felt right to me. I finished this one in about 20 hours. Got all the moves again and had a great time doing it. Varied mission ovjectives, characters, and play styles kept the platformer from getting dull, and the story was decent enough for a platformer that I didn't think it dragged.
I-Ninja felt long to me despite my finish time of around 15 hours. Why? 2/3 of my play time was replaying levels to earn extra content. Most levels had to be played 3 times to completely finish them. Why couldn't I have unlocked optional levels that were different?
So the answer is this. Leave me wanting more, and the length doesn't matter. Don't pad your game with pointless fetch quests and if I'm going to unlock bonus levels, they shouldn't be the same as the mandatory levels.
e2 | LJ
One thing that longer games like RPGs lack is the element of freedom. In your typical Square game, you go do the deed you're told, get your reward, and progress to the next part of the linear sequence. However, in a game like Fallout, the freedom they add (not so free as to be near-aimless, like Elder Scrolls games) brings a much needed element to the game. You actually feel like you're involved in the game, rather than just progressing through what the developer intended. In Fallout, your character reflects your choices, and becomes whatever you want him/her to become. Length is good, when you can choose your path...however, adding so many paths that it feels like a pointless maze is just a nuisance. Shorter games can be good as well, but they need to be filled with fast fun...this is really where console games shine. Check out Def Jam: FFNY, Burnout 3, and Katamari Damacy for good examples of a game you can just toss in and play and have fun. I guess games are just like anything else...you have to sift through them to find what's really suited to your needs...whether you're a diehard gamer that spends 10 hours a day playing, or the casual gamer who needs something to kill a bit of time between life's events, there's something there. Just don't play what you don't like, and try demos and the like before spending cash on something you might not enjoy.
sup
"Quality, not quantity." --Unknown
"People like tangible things. Quantity is tangible; that's why people get lured into its false promises." --Jeff Reinecke
I finshed Price of Persia: Sands of Time precisely because it told me how far through I was. When you hit 77% it seems silly to not plough through to the end.
Giving me a score to constantly improve is a _great_ way to push me onwards.
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