The Myth of the 40 Hour Game
Over at Wired, Clive Thompson talks about the myth of the 40 hour game, the typical length of time listed on the side of a game box nowadays. Mr. Thompsons discusses the ways in which that estimate fails to jive with reality. From the article: "This game offers about 40 hours of play. This is precisely what I was told by Eidos — and countless game reviewers — when I picked up Tomb Raider: Legend earlier this year. As I gushed at the time, Legend was the first genuinely superb Lara Croft game in years... I was hooked — and eager to finish the game and solve the mystery. So I shoved it into my PS2, dual-wielded the pistols and began playing... until about four weeks later, when I finally threw in the towel. Why? Because I couldn't get anywhere near the end. I plugged away at the game whenever I could squeeze an hour away from my day job and my family. All told, I spent far more than 40 hours — but still only got two-thirds through."
Man, I really wish their game wasn't as good as it is. And to think they gave me *more* game than they advertised! Oh, what false advertising is this?
I demand my crappy games back that I beat in a week.
If a nation expects to be ignorant and free, in a state of civilization, it expects what never was and never will be.-TJ
Actually, I was expecting him to indicate the other way. When I bought Prey a couple months ago, I was expecting 5-6 hours single player, got 7.5 and was happy.
It's been a long, long time since I've seen a game, especially in my preferred genre (FPS) that carries anywhere near the playtime promised.
So, isn't this more of a problem that the estimates are just totally wonky across the board, and vary wildly between genres and the players playing the games, and not a singular "40 hour myth?"
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My stepson was dissappointed in Tomb Raider because it only took him half the time as it said on the box. The key difference is likely that when you play a game here and there it takes you awhile to get back into it and get your groove back. If its summer break and you play for twelve straight hours, well, its not going tot ake as long. What would be interesting is if he took a week off to just play the game, and see how he does. Not likely, but interesting;-)
If brevity is the soul of wit, then how does one explain Twitter?
Quoting "time to complete" on a game is nonsense, and always has been. Time to complete for a 12 year old kid? for a thirty year old guy? for someone whose crap at FPS games? for which level of difficulty?
I play games because i want to immerse myself in another world, and play with some interesting stuff. Its not a race. I dont keep a clock going as I play (although oblivion does that for me for some reason).
Whats important is FUN, nothing else. People can't easily define fun, so they try to come up with other metrics.
how many unique units does it have?
How long is it to complete?
How many DVDs does it come on.
I had someone complain about one of my games once because it was "only 23 MB". Apparnatly they didnt want a "good" game, a "fun" game or an "original game" or even a "game with depth", they just wanted one with a bigger filesize. I played Elite for most of my childhood. it was 48k. Was I ripped off?
whats the time to complete for Chess anyway? I'm still working on that one.
One day maybe game reviewers and publishers will shut up about how much bump mapping the game has, shut up about what hollywood actor did the voiceover, shut up about how long they *think* it takes to complete it, and just sell their game on the basis of it being a GOOD game.
King Kong is a long movie. Its also shit (in my opinion, YMMV). Applying the metric to books and movies is clearly nonsense, so why apply it to games?
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Perhaps if the editor played fewer video games, then he wouldn't have made such a classic ass of himself by writing: "fails to jive..."
I suggest you read Slashdot
First, I've found that while working on any problem, given sufficient time to focus (maybe an hour), I can often improve my productivity by taking a break of a few hours or a few days. True, the longer I leave it, the longer it takes to get back in the groove, but if it's just, say, an hour a day, I'd still be better than ever by the end of the hour.
But more than that, he mentions a long list of unfinished games. Sounds like a quitter to me. Two thirds of the way through Tomb Raider: Legends, halfway through Kingdom Hearts II. I don't think it would've taken him any longer to actually finish Kingdom Hearts than it would to get that 2/3rds of the way through Tomb Raider.
This person has made a conscious choice to play more games and leave them half-finished, rather than playing fewer games and finishing them. I'd certainly take a few good games (the Half-Lives, the Halos, the Final Fantasies) over many, many bad ones (the Dooms, the Quakes, Final Fantasy X-2). So, he has two related, possibly valid complaints: It's hard to actually find a really good game, so he wishes he could play more games, in order to find that one -- except that games take a long time to complete, so he can't actually beat as many as he'd like to.
That, or it's a problem of attention span. But he mentions finishing War and Peace, and a Tomb Raider game is too much?
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That's because you're old and you suck. I can state that with confidence because I also am old and suck. It's a young person's world, guy.
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This guy is just angry that he is bad at the video games
As a former EB Games employee, I remember being frustrated at the large number of customers who would purchase the strategy guide along with the game at release, and then have the nerve to complain that the game was "too short". It's since been my opinion that the growing strategy guide market has encouraged developers to use "cheap" methods to increase the average gameplay time.
Games were much more satisfying before the popularity explosion of guides and cheats =/
The problem is, is that the game was so hard that it was unbeatable. I hate when they make games like this. They make it so hard, that unless you read a walkthrough, spend 300 hours playing the game, or enable cheat codes, then there is no way to get good enough or figure out how to beat it. Games aren't my life. I don't want to spend my life beating it. If it takes three times the amount of time that was listed to beat the game, then the game should have been labelled differently.
Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
What's he complaining about? Long games = good.
This is only true if you have loads and loads of free time on your hands like a high school or college student might. Otherwise, when you get out into the real world and get a job or start dating someone, you find out that free time disappears and a game that gives lots of goodies for little effort or that can be dropped for weeks and months before being picked back up without losing you is a great thing.
Long games are good for certain people and bad for others. However, the problem isn't really that the game is giving him a lot of gameplay so much as it's making it's gameplay so hard that it's unnaturally prolonged by failure. That's another split between the hardcore and casual gamer markets.
As a fan of console RPGs, I run into this all the time. Some games keep the fun continuous. Others require a lot of old-school level grinding to wring out the rewards. Some games make it easy to pick the game up and remember where you were if work intervenes for a week or two. Others leave you feeling like you need to start over.
It should be pretty easy to guess which type I prefer.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
Part of the appeal of an MMORPG is that there is no specific end-game per-se. Hardcore uber players have turned the raid instances into the 'end game', but its not necessarily what Blizzard intended. What can a L60 do in Wow?
Rep grind with various factions.
Battlegrounds -- faction rep, PvP rank/honour.
Raid instances.
Crafting professions (aka "The Auction House game").
And of course, you can skip all of those like I did and start another alt -- different race, different faction, different zones. IMHO the tiered questing is Wow's greatest strenght, coupled with rest bonus for inactive characters.
I played Baldur's Gate II to finish the game. I play WoW for the experience, knowing there's always going to be something new around the corner. The online social aspect is a huge benefit too.
John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
RTFA. The very least thing he complains about is length. So some cliffnotes are in order.
His points (as a person with a job, life, kids) are:
- puzzles many times take him much longer than kids in the 6-17 range he compares himself to.
- he compares in-depth games to his job, dumping information in and out of his mental RAM doesn't get him very far. See: late-night or off-shift coders who work to avoid users/meetings/interruptions.
- he understands the hardcore vs casual design problem.
TFA isn't even that long but his really good point (imho) aren't in the title (which is Gamer not Game). But if you just read the title, then you miss the point. Great read, critical hit close to home.
Comment removed based on user account deletion
First off, the article is about the myth of the "40 hour gamer" not the 40 hour game". The author is not complaining that the games take longer than 40 hours, but that it takes him months to find 40 hours in which to play solitary games - a problem for those games who suddenly find themselves with the trappings of what is commonly called "a life".
Most of the posts here are completely missing the point ("You suck D00D!"). As someone who's put down more than one game that I was enjoying partway through, I can tell you the main reason why: because something new comes along. Humans enjoy novelty, and many long-play games are long play because of a continual repetition of the basic game mechanic. After your fourth session sitting down doing essentially the same thing you've been doing for the last month, you get intrigued by the latest & greatest. Add to this the fact that you may have multiple irons in the fire (I'm currrently in the middle of 3 different books and 4 different single-player games)
Why is this a problem? Because there are a lot more "soft" gamers out there than hardcore ones, and they make a lot more money. As a developer, what would you prefer you market to be: 3% of the population or 30%? If you're spending tons of effort to produce a narrative game that can only be reached by 3% of the population, why are you bothering with a narrative? Hard games are fine, but perhaps they should be restricted to genres that are inherently more repetitive (e.g. classic arcade games), allowing people that bail on the title to go away feeling they had fun, as opposed to abandoning the narrative.
Ultimately, there are many more people out there that only want to commit 6 hours to some interactive entertainment as opposed to 40.
-BbT
I learned my sense of direction in Doom. To this day I always turn left when I'm in an umfamiliar building, and I always sraife to avoid any nasty surprises.