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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."

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  1. More randomness in games is needed by Digital+Vomit · · Score: 5, Insightful

    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.

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