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The Importance of Game Length

Gamasutra's regular 'Question of the Week' feature touches, this week, on the ideal length of games, and the importance of game length. While the overwhelming opinion was 'quality is better than quantity', there were a range of opinions along that scale. From the article: "I would say as a gamer on the more casual side (30+ years) the game length is fine around 20-25 hours. If you are having fun while playing. I never have time to finish anything longer. It makes me more satisfied to have played through the game in 20-25 game hours than never even reach half way. - Joachim Carlsson, Massive Entertainment"

8 of 168 comments (clear)

  1. They forgot... by GoodbyeBlueSky1 · · Score: 5, Funny

    Game girth is a factor too. Really, it is.

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    why? forty-two.
    1. Re:They forgot... by wuie · · Score: 5, Insightful

      As funny as the parent comment sounds, I agree with it.

      When I play through a game, I like to know that it's more than just A-B-C plot progression. I love sideplots. I love side missions. I love small quirky things that happen in the game that can either distract me from the main plot, or join up with it eventually and make it a broader gaming experience.

  2. It depends... by PFI_Optix · · Score: 5, Interesting

    ...on the game genre, the target demographic, the platform, and lots more stuff.

    A deep RPG could be a hundred hours long and some gamers would clamor for more. The best FPS would become tedious after 100 hours. Strategy games (especially real-time) vary wildly depending on the skill of the player; some people can sail through missions in ten minutes while others take hours.

    A few generalized "ideal" game lengths:

    FPS: 20-35 hours, with sufficient variation to avoid tedium and ways to finish faster for the dedicated gamer.
    RTS: No more than 15-20 *missions* in a campaign.
    RPG: At *least* 40 hours, but not much more than 100.
    Adventure: 20 hours of actual gameplay, tops. Some people will spend quite a bit of time on certain puzzles.

    --
    120 characters for a sig? That's bloody useless.
  3. It's not the size that matters... by PsyQo · · Score: 4, Interesting

    It's not the size that matters, it's how you use it!

    Seriously, let me use GTA: San Andreas as an example. I finished that game months ago, but I still play it occasionally. There's nothing better than causing some nice explosions, steal a few cars and beating up some hookers after a frustrating day at work.
    I love the freedom GTA: SA gives me and I'd probably buy more games that offer me that.

    1. Re:It's not the size that matters... by Bugs42 · · Score: 5, Funny

      There's nothing better than causing some nice explosions, steal a few cars and beating up some hookers after a frustrating day at work. And after THAT, you go home and load up GTA, right?
      --
      Programmer: an ingenious device that converts caffeine into code.
  4. growing older by gEvil+(beta) · · Score: 4, Insightful

    As a gamer who's growing older (heading into my mid-thirties), I realize my response will likely anger many younger gamers who have 10 hours a day to play games. The maximum length I want a game to be these days is 25-30 hours. If it's a mindless platformer, I only want 10-15 hours out of it before I get bored. I have played some RPGs that go longer than 30 hours, but by that point I just want it to wrap itself up. For me, it's hard to make the time to play anything longer.

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    This guy's the limit!
  5. Re:Genre by Mark+Programmer · · Score: 5, Insightful

    The funny thing is that this is exactly why I don't play RPGs on a regular basis.

    For me, most game mechanics get stale after twenty hours of play. RPGs in particular tend to have relatively simple game mechanics that rarely get changed-up---they pad the game out with level-grinding and plot. Once I've mastered the game mechanics, I want to move faster; I've found very few RPGs that allow me to do so, since the artificial wall of gaining levels still exists.

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    Take care,
    Mark

    There is a solution...

  6. MOD PARENT UP by DreadPiratePizz · · Score: 4, Insightful

    What was said is absolutely true: game depth is really the driving question. Much of the length of games today is derrived through repitition. Levels are drawn out longer than they need to be, in order to afford the player extra play time. However the extra time isn't really that valuable, since it consists of the player either doing repetitive or boring tasks, or places the player in the same situation repeatedly. A game with 10 hours play time, where every encounter and situation is utterly unique, seems much more fun than a 20 hour game with areas and levels mostly the same.

    Games like Stubbs the Zombie I think fit this mold as well. The game itself is quite short, yet every minute is utterly enjoyable. It's not perfect, but the experience is far from repetitive.

    Look at puzzle games. Mean Bean Machine, which is based on Puyo Puyo, takes all of about 30 minutes to 'beat'. Yet the game itself is so good, and adicting, and especially with the two player mode, just plain fun to play. Wario Ware can similarly be beaten quickly, however it's still fun to play the minigames just for minigame's sake.

    RPGs are definately the biggest offenders in my opinion. A Link to the Past or Alundra is an example of what to do right. Final Fantasy is not. Much of the 'gameplay' in final fantasy involves looking at cutscenes, wandering around, or battling random monsters over and over. This is not to say that the game isn't fun, it's simply that it could easily have been half the length and not suffered at all.

    I'm more concerned with playtime beyond the first playthrough. A game could have 20 hours of playtime, but be totally and utterly unreplayable. Yet that 10 hour game is so compelling, I go back for a second, third or even fourth try. If people come back to play it again, THAT's when you know you have a winner. Ideally, the game would be short and very replayable.