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Do Gamers Want Simpler Games?

A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"

462 comments

  1. As if quantity of content is its only measure... by Anonymous Coward · · Score: 3, Interesting

    Maybe they should focus on replayability instead of throwing in lots and lots of mindless trash. You can have lots of stuff in your game and make it worth playing, or you can have lots of redundant shit that no one cares about.

  2. Is the game play actually net new? by joeflies · · Score: 2, Insightful
    As much as I love RPG games, I am somewhat turned off when I hear that it has a playtime that runs over 60 hours. That's because some of the longer RPGs tend to have nothing "new" other than a whole lot of random encounters and grinding. I didn't mind it as much when I was younger, but now I don't have time or desire to play that long. I'd much rather play a shorter game with some options for replay (so that I can finish and continue should I desire), such as the games with a New+ option after completing the main story line.

    The gamer demographic is changing - I'm sure the hardcore want difficult games. Me, I'd like to have fun when I can, without the overwhelming idea that I need to devote my life to the gameplay.

    1. Re:Is the game play actually net new? by Eraesr · · Score: 3, Interesting

      Agreed. I simply don't have the time to finish a 60 hour game anymore. I'd rather have a good and intense 5 hour game than a long, stretched out 60 hour game. However, I'd also like to see games get slightly cheaper. I think episodic gaming is one way of achieving this. I think I'd sooner buy a game in 4 parts that are 5 hours long each than one big game of 20 hours because I know I won't invest the time to finish it. By the time I'm halfway through a 20 hour game, there's two other games that caught my attention.

    2. Re:Is the game play actually net new? by HungryHobo · · Score: 1

      Personally the moment I find myself grinding just to continue with the main plot (as opposed to grinding for some particular little side goal) I stop playing the game since I know I've just hit the point where the devs ran out of good ideas.

      Some games lend themselves better to being long.
      Oblivion I've sunk a lot of time into and I still have a lot of game left and I'm fine with that since it's a sort of "no pressure" game.(though the leveling system sucks and pushes you to grind)

    3. Re:Is the game play actually net new? by somersault · · Score: 1

      the leveling system sucks and pushes you to grind

      I wouldn't say I've felt this. I'm level 17 and haven't really done any grinding so far, I just keep getting reminders to go sleep every so often when I'm not expecting it :P I've just been doing side missions and wandering around exploring (which does necessitate killing a few mobs just to stay alive of course), and very occasionally doing some story missions - I only have a couple of pieces of the Crusader's Relics and 3 Oblivion gates under my belt. At the weekend I discovered my copy of the game has the Shivering Isles in it, didn't realise the PS3 version had it built in - it only cost £12 new as well! Great game :)

      --
      which is totally what she said
    4. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      didn't realise the PS3 version had it built in - it only cost £12 new as well! Great game :)

      There are two PS3 versions, the one labelled as "game of the year edition" has the expansions built in. You seem to have that one :-)

    5. Re:Is the game play actually net new? by somersault · · Score: 1

      Yep I got the Platinum GOTY edition. I had assumed that the expansion was available on the store and that I'd buy it later, but it seems you can't even get it on the store.

      Wow, I've just checked the price and it's only £10 on Amazon these days.. that's less than you'd expect an expansion pack to cost anyway so worth it even for people who bought the original . That's got to be the best value for money on a new game, ever.

      --
      which is totally what she said
    6. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      yeah but the leveling in oblivion is crazy. You can be 17 sure, but you probably haven't read much into the leveling mechanics of that game

      which are shit.

    7. Re:Is the game play actually net new? by severn2j · · Score: 2, Informative

      The problem with episodic gaming is that each of those four parts will not be 25% of the price of the whole and you will more than likely end up paying more overall for the whole thing than you would have if it wasnt split into chunks.. Whenever there is an opportunity to increase price via obfuscation, you can be sure it will be taken. As has already happened with DLC.

    8. Re:Is the game play actually net new? by somersault · · Score: 1

      You level up when you achieve a certain amount of points on your major skills.. seems fine to me, no worse than "kill 100 of these mobs for enough XP to level up".

      --
      which is totally what she said
    9. Re:Is the game play actually net new? by the_bard17 · · Score: 2, Informative

      I believe he's referring to the "balanced leveling"... where Oblivion levels the world with you. It's why I've moved to using OOO (lately, FCOM) as a major mod... it overhauls the world, including releveling the bad guys.

    10. Re:Is the game play actually net new? by Sandbags · · Score: 2, Insightful

      Welcome to MMO.... Little missions, complete choice in direction. Continually added content. Social interaction.

      Console and single player games, and RTS, replayability is not a value add within reason. A great story, and captivating action without boring transitions is the way to go, keep them in the game, but almost as important, LET ME BAIL OUT ANYTIME I WANT. Save points that are inconstantly spread about, some 30 minutes apart, others 4 or 5 hours apart do nothing but piss me off. I need to be able to save and quit ANYWHERE ANYTIME in order for me to be able to complete a game. I can catch an hour here, an hour there, and I can't be bothered to worry about wasting 2 or 3 hours of gaming because I got interupted, and by the time I get back to it, someone wanted to watch a DVD in the console and killed my "pause" state...

      I don't finish games because it's HARD to finish games. Or, alternately because the solo story is simply not as fun as the competitive modes (racing games, FPS, etc).

      I play almost exclusively MMOs now, with the wife. We sold our games and controllers for the consoles and they're used exclusively as DVD players now. We're considdering a PS3 as a Blu-Ray player, but not until another price drop.

      --
      There is no contest in life for which the unprepared have the advantage.
    11. Re:Is the game play actually net new? by somersault · · Score: 1

      Damnit, so there really is no point to me levelling up (apart from when missions require it). Still, I think I've done my stats okay, and my improved equipment is still helping things to get easier overall. I had assumed that some of the monsters in the Shivering Isles were more difficult to kill because they were a higher level, but it's probably more that I should start using magic effects on my weapons to take out enemies (usually I just slog it out with my axe and shield).

      --
      which is totally what she said
    12. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      No no no. When people talk about "leveling" in relation to Oblivion, they're really talking about "scaling". As in, everything in the world scales to your level. If you jump through a gate to hell at level 1-2, you'll see scamps and crap. If you go through at level 20 and you've been grinding alchemy and other non-combat skills the whole time, you'll be crushed by giant scary demons. Likewise, a low-level thief will always find junk even when he's robbing a palace.

    13. Re:Is the game play actually net new? by CronoCloud · · Score: 1

      Actually, you DO want to level up, a few of the Daedric quests have a level requirement, and some set loot is leveled to your level when you first pick it up, so if you want the strongest version of it, you have to be above a certain level.

    14. Re:Is the game play actually net new? by HungryHobo · · Score: 1

      It's more the way your own stats are increased.
      I'd quite like to simply play normally and level now and then.

      If I want a 5,5,5 stat increase at each level(if you don't do this the enemies gradually out-scale you.) then you have to grind skills carefully.In part because if you go up 20 levels in one skills and then level up 10 levels of that skill are essentially thrown away as you get no stat increase and it doesn't carry over.

      It's a fairly awful leveling system, I've been tempted to install one of the leveling/stat mods which change it to a more sane setup where you don't have to keep track of every skill gain.

    15. Re:Is the game play actually net new? by Truekaiser · · Score: 1

      then they just screwed you out of your money. instead of a one time purchase of 60 dollars, they charge you 20 bucks per episode resulting in smaller game but your paying 80 dollars overall.

    16. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      Yes, that was absolutely the worst part of the game. Going and grinding for several hours to get past some mission, only to find everyone I was facing on the mission has also levelled up. If anything, I'd say Oblivion encourages you to find ways to avoid levelling. Set your major skills to be ones that you rarely use so you'll never level up, then rely on quest related unique items to boost your character, otherwise if you level up too much, everyone will have Daedric armour and weapons, and those unique items you spent so long tracking down will be rubbish in comparison. It sucks that you have to play the game this way to get any feeling of "advancing" your character. Fallout 3 was similar, but at least they only levelled up the humanoid characters in that one, so you could still get some benefit from levelling when you faced random encounters.

    17. Re:Is the game play actually net new? by delinear · · Score: 1

      Agreed - it seems to me episodic gaming actually increases the temptation to bloat a game with filler to squeeze more episodes out, so you'll end up with more of what you don't like, and you'll pay more to get it.

    18. Re:Is the game play actually net new? by Obyron · · Score: 1

      Thankfully there's a mod to allow you to level up those pieces of gear with you. It adds some doohickey to your inventory, and using it replaces all of your level-specific gear with the version for your current level. I don't remember what it's called since I haven't played Oblivion in months, but it's something generic like Quest Reward Leveller. I love Oblivion, but it'd be unplayable without mods. Still, considering how long it's been out, I got my money's worth.

      --
      --Obyron
    19. Re:Is the game play actually net new? by 4D6963 · · Score: 3, Insightful

      Am I the only one to think that it's senseless for games to be measured in hours of gameplay they offer? They're games, not movies or books. How many hours is SimCity 2000? 1 hour? 1000 hours? See it doesn't make any sense for such a game because unlike a lot of modern single player games it's not an interactive movie, it's a game, it doesn't have a story, it has mechanics.

      Less stories, more mechanics. And stop designing loosely connected individual maps, create a world and make everything happen in it, like GTA does.

      --
      You just got troll'd!
    20. Re:Is the game play actually net new? by chadplusplus · · Score: 0, Offtopic

      What is this social interaction of which you speak? And do I want it?

    21. Re:Is the game play actually net new? by Hatta · · Score: 0, Flamebait

      I simply don't have the time to finish a 60 hour game anymore.

      You have an hour a night? You can complete a great RPG in 2 months. And you'll be sorry when it's over. I don't think the problem is the length of the game, but your ADD.

      --
      Give me Classic Slashdot or give me death!
    22. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      I agree, however I find Dragon Age to be the exception to this rule. Play time is over 70 hours and I'm still engaged. But this is why I hate WoW

    23. Re:Is the game play actually net new? by thePowerOfGrayskull · · Score: 1

      Personally the moment I find myself grinding just to continue with the main plot (as opposed to grinding for some particular little side goal) I stop playing the game since I know I've just hit the point where the devs ran out of good idea

      This. ANd who's to say this isn't tracked as "giving up" because it's too hard?

    24. Re:Is the game play actually net new? by geminidomino · · Score: 2, Insightful

      I simply don't have the time to finish a 60 hour game anymore.

      You have an hour a night? You can complete a great RPG in 2 months. And you'll be sorry when it's over. I don't think the problem is the length of the game, but your ADD.

      The problem is there aren't many "great" RPGs anymore, of any stripe. Especially lacking are the ones of "epic greatness" that would warrant dedicating two months worth of free time to. You can play through a lot of "damn good" games in that amount of time.

    25. Re:Is the game play actually net new? by ultranova · · Score: 1

      You have an hour a night? You can complete a great RPG in 2 months.

      Assuming that it comes in hour-sized chunks, yes. If it doesn't, you're exiting and re-entering scenes in the middle of them, which is not fun.

      I don't think the problem is the length of the game, but your ADD.

      ADD refers to an inability to keep one's attention in a single subject for any length of time, while this is about the inability to concentrate on a subject for a while, do something else for a day, and return to where you were.

      That said, since games nowadays aim for a "movie-like" experience, ask yourself this: would you want to sit through a 60-hour movie?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    26. Re:Is the game play actually net new? by Anonymous Coward · · Score: 0

      Another issue I find with newer RPG's is that as always you form a group. Thats fine, they've almost always done that. But then they decided that they needed to 'speed up' battles and that led to AI controlled characters. And thats where the problems become. While the AI has come a long way and tends to react nicely, it tends to play the game for me. Final Fantasy 12 had its scripting of moves and it made it either ungodly hard to manually control each character do to being 'real time' or they were scripted to the point the game played itself (hell, a good third of it was played blind drunk because it needed so little of my interaction, though forgot what was going on). Pretty much the same boat for the new Final Fantasy, Star Ocean has AI controlled characters that can fight the battles for me, Guild Wars has hero's and henchmen, Fallout had 'friends' that could kill everyone while you just looted around them, ect... And thats whats killing these games, not long hours to me, but the AI that plays the game for me. I want to play the game, not fight the AI to have a chance to do something in the game. Seriously, the developers need to sit down when testing these games and get blind drunk. If they can still win the game that loaded, then there is too much AI.

  3. Wait, what? by Anonymous Coward · · Score: 1, Funny

    They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games

    Whew. At least it's not the government doing this.

    1. Re:Wait, what? by metacell · · Score: 1

      not yet :)

  4. Then make games that are fun for more than 4 hours by Opportunist · · Score: 4, Insightful

    Duh.

    No, seriously. I'm one of those players that usually play(ed) games to completion. And maybe it's that I'm getting older, thus not longer feeling compelled to "beat" a game, but I haven't felt the urge to actually "complete" a game recently. At some point it becomes repetitive, requiring the same steps to be repeated over and over and over, and it's usually that point where I decide that it's just not worth it.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  5. That doesn't mean that gamers want easier games by blankinthefill · · Score: 4, Interesting

    I play many games, and I finish almost none of them. Most games I don't play more than 4-5 hours before I'm done with them for awhile, just like the summary says. But I usually come back to them later, and play about the same amount a few months down the road, and then again a few months down the road. I don't buy a game expecting to finish it, I buy the game to have fun. And I probably WOULDN'T buy the game if all the extra game play wasn't in it. I LIKE huge long complex games. I like difficulty (to a certain extent of course :) ). I don't want games to lose that... even though I might not play it all the way through. And for the games that I DO play all the way through, it makes the sense of accomplishment all that much better. Knowing that I've got a stack of 10 or 15 games lying around that I can go and play through for that rush when I'm bored some day with nothing else to do is great! I can't believe I'm the only one that feels like this too.

    1. Re:That doesn't mean that gamers want easier games by Anonymous Coward · · Score: 1, Interesting

      Agreed. And besides, the "replay" value is greater then you haven't actually seen a game through to the end. And losing interest half way down a 60 hour game isn't necessarily criticism, I just don't have the attention span of a turtle.

      For instance, I loved Oblivion and played it through to the end quite quickly. Despite having lots of fond memories, and considering it the greatest gaming experience ever, I can't bring myself to spend that much time on it again though - mostly cause I feel I've seen it all and it doesn't make sense to go through it all again.

      On the other hand, I didn't make it through Fallout 3 yet. I've played the first half (or so, don't know really) several times, and then I just get distracted by other stuff and forget about it. It still has more appeal for a new installation though - I'm well able to enjoy the content I already know quite well, cause I know there's some new stuff lurking at the end.

    2. Re:That doesn't mean that gamers want easier games by IRoll11!s · · Score: 1

      I like the cut of your jib. Complex games are great, and when I was younger I could sit down and play 8 hours of Wasteland or Legacy of the Ancients. Now I get my gaming in smaller chunks, but it means I have dozens of epic games with various save points that I can pick up at any time. Come to think of it, somewhere I have a C64 emulator ROM saved game for Wasteland, and stored somewhere at my brothers house I bet I still have a saved Wasteland game on the original floppies. Heh.

    3. Re:That doesn't mean that gamers want easier games by Anonymous Coward · · Score: 0

      Agreed. And besides, the "replay" value is greater then you haven't actually seen a game through to the end. And losing interest half way down a 60 hour game isn't necessarily criticism, I just don't have the attention span of a turtle.

      It's not "replay" if you haven't actually finished the game a first time (it still is considered "play").

    4. Re:That doesn't mean that gamers want easier games by Grizzley9 · · Score: 1

      Being task oriented, I'm one of those gamers that has to finish a game (if it's good). Like the KOTR, HL2, etc games or such, I couldn't let a week, let alone a month go by before playing to try and finish. It actually kind of stinks as it makes it hard to focus on other things when that task isn't completed. Funny this is the only area I know of where this habit has formed.

    5. Re:That doesn't mean that gamers want easier games by delinear · · Score: 1

      Sounds like I'm in the same boat. For me, the key thing is, if I leave this game for a couple of months, how easy is it to jump back into it. Does it store quest info to remind me what I've already done, does it offer lots of pointers to what I'm meant to be doing next, etc. Quite often I find I'm enjoying a game's openness, real life intrudes for a while and when I go back I have no idea what the hell I'm meant to do, short of wandering around the whole game world speaking to everyone and hoping they have some clue (and quite often, once they've given you the next bit of the quest, they'll only give you standard NPC quotes which are no help at all). If I can figure out what I was doing when I left off, I'm more likely to keep playing when I get back to it (and I left off Dragon Age at the end of last year, I can't remember how helpful it is in this regard so I'll find out when I go back to it and this will determine if I carry on or abandon it).

  6. Great idea by Anonymous Coward · · Score: 0

    Great more dumb games but this time even dumber for the american idol watching masses

  7. Lovely. by RyanFenton · · Score: 4, Insightful

    Sounds like somebody is tired of paying developers to make 40 hour games, and has decided to select the evidence they want to promote the idea of 3-5 hour games being the new standard.

    I DO want more of a game I like. I don't tend to buy games that promise sub-10 hour gameplay.

    Ryan Fenton

    1. Re:Lovely. by MartinSchou · · Score: 4, Interesting

      Suppose the 40 hour games cost 40$ a piece and the 10 hour game costs 10$ a piece.

      Would you then be willing to buy the 10$ game?

    2. Re:Lovely. by GF678 · · Score: 1

      I DO want more of a game I like. I don't tend to buy games that promise sub-10 hour gameplay.

      I don't like really long games anymore. I did when I was young and had the time, but I don't anymore. I'm sure it's possible to play the game a few hours a day and progress though it that way, but it'll take a rather long time to finish and if it's something like an RPG, you'll get bored with your character soon enough and be begging for it to finish soon so you can try a new playthrough.

      Grinding through a really long game can be a chore unless it's *always* interesting, and very few games are these days. Eventually you'll want to just get it over with, and a really long game might mean you give up without ever finishing it, and move onto something new and fresh.

      Disclaimer: this is obviously my opinion. I'm not saying everyone dislikes longer games and am not pushing for shorter games at all. However, really long games have a habit of killing re-playability as you'll be reluctant to trawl through a really long game twice. The exception to that is if you only have a small handful of games and enjoy getting the most of what you have, which is something I can attest to.

    3. Re:Lovely. by Ross+D+Anderson · · Score: 4, Insightful

      Yeah but that's never going to happen. We all know the 10 hour games will still cost $40 a piece and the 40 hour games will cost $100

    4. Re:Lovely. by mr_gorkajuice · · Score: 1

      you'll get bored with your character soon enough and be begging for it to finish soon so you can try a new playthrough

      I guess this is the point where I usually realize that I'm playing to have fun. If I suspect I'll have more fun making a new character, I'll just do that, rather than feel forced to see the game through to the end.

    5. Re:Lovely. by somersault · · Score: 1

      I got Oblivion on PS3 (including the expansion pack) for £12.. it has literally hundreds of hours of gameplay (I've done ~33 hours so far on a warrior, my character is at level 17/25, I've done hardly any story mission, and I would really like to go back and play the game again as a mage and then maybe a thief or something). If you can be patient then you can get really good deals.

      Half-Life 2 episodic content usually costs less than half of a full game, and you can get plenty of cheap-ish games off of the various consoles' online stores.. I don't think we're going to see the big games getting much more expensive, but we are seeing a lot of smaller games or older emulated games at cheaper prices.

      --
      which is totally what she said
    6. Re:Lovely. by Anonymous Coward · · Score: 0

      Because everyone is going to buy a 10-hour game for $40.

      If iPhone apps were that expensive, the iPhone would be just another failed phone.

      If this article is any sort of hint, it's that games must appeal to a wider audience. The average person when told about a game, goes "huh?" They don't have the time for games, the interest, or the available money. Many see games as something beneath them, that activity "losers" do to distract themselves from achieving any sort of potential. And this perception must change if video games are to become commonly accepted - by making them less expensive, less difficult, shorter to play, lowering the barrier to entry (FarmVille), and more.

    7. Re:Lovely. by Yvanhoe · · Score: 1

      Where are my 500+ hours games like starcraft and counter strike ?

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    8. Re:Lovely. by angryphase · · Score: 1

      You seem to have missed the point that perhaps you are a part of the minority 'completionist' statistic they are banding around.

    9. Re:Lovely. by Chrisje · · Score: 1

      I think I've logged 1500 hours of GTA: San Andreas. Then I think I've played the original CoD (PC) for 300+ hours, and I think I've logged 1000+ hours of Day of Defeat (Half-life and Half-life2 engines) out there. I love those games. Frankly, this is also why I tend to play The Godfather: Blackhand edition on the Wii over and over again. They're simply fun, even if they are predictable. Star Craft was excellent. I think I wasted 200 hours on that sucker too, but counter strike is just irritating compared to Day of Defeat. I don't like waiting if I get killed.

      Anyway, it's a good point. 5-7 hours? 40 hours? Where are the games that will cause an addiction that will simply keep you coming back over a period of years? To illustrate that, I've recently been thinking about re-invigorating some PC's in the basement so I can have yet another round of GTA San Andreas. I miss that world.

    10. Re:Lovely. by Anonymous Coward · · Score: 0

      Multiplayer can't count for that sort of thing, otherwise the numbers become absurd. Besides, multiplayer games people spend hundreds or thousands of hours on are really just playing the same content over and over again in different ways - there are only a few hours of game, stretched by replaying it in different ways thanks to the human element.

    11. Re:Lovely. by L4t3r4lu5 · · Score: 1

      I'd buy four of them. Then I can swap between all of them, spend all of the time I would have on the $40 game, and I might actually complete them all as I wouldn't get bored of repetitive gameplay.

      Oh hey! Looks like I've found a new business model for... Wait a minute, isn't this what Indie games are doing?

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    12. Re:Lovely. by Anonymous Coward · · Score: 0

      Eh if you want to throw around big numbers just take any MMO. If i sum up all my hours in WOW I'll probably get over 9000 (literally).

    13. Re:Lovely. by GrumblyStuff · · Score: 1

      Yeah but with online distribution and/or mandatory registration, they could charge full price for years old games....

    14. Re:Lovely. by dangitman · · Score: 1

      I got Oblivion on PS3 (including the expansion pack) for £12.

      So, only about, US$350 then?

      --
      ... and then they built the supercollider.
    15. Re:Lovely. by Mascot · · Score: 1

      Not even if that game costs $5 instead of $50?

    16. Re:Lovely. by Mascot · · Score: 1

      Meh, my bad. This was already covered in other comments.

    17. Re:Lovely. by somersault · · Score: 1

      GOTY edition is $20 on Amazon.com, standard is $15

      --
      which is totally what she said
    18. Re:Lovely. by somersault · · Score: 1

      They could, but people wouldn't pay. I've actually re-bought a couple of old games that I already own because they were so cheap, well worth it. Annoying that I can't transfer my old save game though, I should probably look into accessories for ripping PS1 memory cards..

      --
      which is totally what she said
    19. Re:Lovely. by dangitman · · Score: 2, Funny

      Seriously? You took my comment as a sincere opinion on the price of software, rather than a joke about the devaluation of the US dollar?

      --
      ... and then they built the supercollider.
    20. Re:Lovely. by somersault · · Score: 1

      I got the joke, but I still felt compelled to point it out. I don't really see any difference in prices now compared to what they would have been a couple of years ago.. you guys still seem to get most things cheaper.

      --
      which is totally what she said
    21. Re:Lovely. by dangitman · · Score: 1

      you guys still seem to get most things cheaper.

      Yes, but if you spent your pounds over here, they would be worth a lot more. And let's not get into things like the cost of health care and the impact of the "financial crisis."

      --
      ... and then they built the supercollider.
    22. Re:Lovely. by timster · · Score: 1

      I understand the joke, but how does it make sense? Against the pound, the dollar is up -- well above where it was in 2006 for instance. The dollar is also holding up well against the euro (though naturally down against the ever-deflating yen). Are "devalued dollar" jokes just always funny regardless of the situation?

      --
      I have seen the future, and it is inconvenient.
    23. Re:Lovely. by Anonymous Coward · · Score: 0

      Or Quake :D...

    24. Re:Lovely. by ThePlague · · Score: 0

      Exactly, which is why I tend to think of the single player version of the game as just a training exercise for multi-player. That really only works for FPS games, though.

    25. Re:Lovely. by dangitman · · Score: 1

      Against the pound, the dollar is up -- well above where it was in 2006 for instance.

      That doesn't seem like much of an achievement, considering how abysmally the dollar was performing in 2006.

      --
      ... and then they built the supercollider.
    26. Re:Lovely. by AndersOSU · · Score: 1

      You're fifteen months too late. The pound is at 1993/1994/2001/2002 levels against the dollar and the only time the pound was substantially weaker was around 1985.

    27. Re:Lovely. by Daswolfen · · Score: 1

      is that all? I have about 12,000 hours in World of Warcraft over the last 5 and a half years :)

      --
      Don't rush me, Sonny. You rush a miracle man, you get rotten miracles.
    28. Re:Lovely. by gangien · · Score: 1

      pretty sure portal didn't cost 40..

    29. Re:Lovely. by Peganthyrus · · Score: 1

      Most downloadable indy games go from $5-$20. $30 is a high price for that kind of thing nowadays.

      --
      egypt urnash minimal art.
  8. I love finishing games by Dexter+Herbivore · · Score: 1

    Unless a game is terrible, I'm one of those 5% that will alway try and finish. I *love* it, pure and simple. I love the satisfaction of finishing something, the sense of completionism. Mind you it can get painful when you have titles like Assassin's Creed (the original) and you end up repeating the same tasks over and over again.

    1. Re:I love finishing games by Anonymous Coward · · Score: 0

      How do they define "finish"?
      When I start a game I (almost) always play it to the end of the storyline and I consider it completed.
      There may be something else left to do, like collect 100% of certain items or discovering secret areas, but that usually requires spending many hours navigating through already visited areas or doing very repetitive activities so I almost never do it.

    2. Re:I love finishing games by Grizzley9 · · Score: 1

      Same way with me, it's the sense of satisfaction of finishing it so I can move on to other things. As I've gotten older I'm more wary of what I start and when as I know it'll consume a lot of my mental time and desire to finish it. It's almost an addictive trait, except I only do this with games.

  9. Maybe console gamers.. by Ziekheid · · Score: 4, Insightful

    I'm not here to bash on console gamers, hell, I'm a console gamer myself too but I see a trend of (ported) PC games being oversimplified because the console audience is not buying into the "RTS with binding 10.000 keys to individual units" theme. This totally ruins some games and it's not only RTS where this applies. It applies to basically every new PC game comming out that is being ported from a console version.
    Even menu's are stripped down so you can barely change any settings, I've ran into games where you couldn't even change the mouse y-ass to inverted or change advanced graphics settings.
    Shooters where you don't switch to grenades but just hit the nade key and limited choices of "items" available in RPGs.

    Don't even get me started about advanced game manipulation through consoles and/or modding.

    1. Re:Maybe console gamers.. by Schmorgluck · · Score: 5, Interesting

      Staple case: Deus Ex: Invisible Wars. Dumbed down to make it more fit to port to consoles: no more skills, unique ammo for all weapons, etc. Not a bad game, great storry and all, but compared to the first one its gameplay seems... bland.

      --
      There's nothing like $HOME
    2. Re:Maybe console gamers.. by CronoCloud · · Score: 1

      Console, singular, DEIW was Xbox only. Funny thing is the first game has a PS2 port with minimal differences from the PC version (mostly interface), but you can still play it with mouse+keyboard if you want.

    3. Re:Maybe console gamers.. by Locklear93 · · Score: 1

      To be fair here, you've got a point--but at the same time, it's the console games I've got that have the longest single-player. Take a look at the Disgaea series. I finished Disgaea 2 in 60-70 hours, and had fun throughout, because it's INCREDIBLY complex, and invites the player to screw over the game instead of the other way around. In any event, we're in agreement in general, I think. Reduced complexity, fewer options, shorter gameplay is not what we want. When Dyack, before Too Human was released, tried telling gamers we didn't want more than a ten hour game, I was appalled.

      Perhaps the people examining this data missed a crucial external variable: selection. There are an order of magnitude more games being released today than there were 10 years ago. I'm a heavy gamer (work in the industry), and seldom finish long games. That does NOT mean I want them short! It means another game I wanted to play came out, and I moved on.

    4. Re:Maybe console gamers.. by mqduck · · Score: 1

      The story was alright. But if it was as good as the first one's, I might not have felt like playing through that whole game was completely the disenchanting (Warren, I loved you!!) waste of time that it was.

      --
      Property is theft.
    5. Re:Maybe console gamers.. by Anonymous Coward · · Score: 0

      I am sorry, but DX:IW is the very definition of a bad game. It is quite literary the "Highlander 2" of video games.

    6. Re:Maybe console gamers.. by Anonymous Coward · · Score: 0

      A grenade key isn't consolification, it's a legitimate UI improvement. You don't want to be running around with a grenade out, it's not a weapon.

  10. Demon's Souls was hard by joocemann · · Score: 1

    ... but for an experienced gamer, pretty much everything else out there really can't challenge me.

    Demon's Souls has the taste of difficulty you might remember from early 90s titles.

    1. Re:Demon's Souls was hard by poopdeville · · Score: 1

      Like Battletoads?

      --
      After all, I am strangely colored.
    2. Re:Demon's Souls was hard by Anonymous Coward · · Score: 0

      Once you learn how to fight effectively Demon's Souls is not SO hard.
      I feel it's (almost) never unfair to the player and when you die it's because you've been careless.
      That's why I think it's a great game :-)

  11. Not that I mind longer games but... by cybereal · · Score: 4, Interesting

    I have a lot of responsibilities as well as interests besides gaming. It has been over 10 years since I could, say, spend a whole weekend diving through a Final Fantasy title. I love the epic game style, 60 hour game? yes please. But please, let me play it in 120 30 minute increments and feel good about it. Even if you can only break it down to as small as 2 hours, that is a healthy compromise. I'm a big, big fan of the idea of serialized/episodic games, especially if I know it will eventually reach a conclusion. It's not about getting the game sooner or whatever, it's about having smaller less intimidating nuggets of joy that each have their own temporary conclusion between instances like a good multi-novel sci-fi series. On top of that, if after a few episodes I find it's awful? I am sick of it? I can save my cash not buying the rest.

    Unfortunately I have no idea how long I'll want to stick around for the story in a game these days. I am afraid to start into an arc that's going to strongly draw me in for more than an hour or so, and all too often I opt for a bite-size chunk of far less satisfying gaming because I'm sure I have the time. Even if, ironically, I end up doing that for over 2 hours.

    Even if a game is sold all at once, I'd really appreciate if a developer wrote the story in well defined chunks and actually told me the estimated time to completion of the upcoming chunk before I started it so I could plan my time. Just like I plan time to watch movies or tv shows, and I can always find out the times for those.

    --
    I read the script, and I think it would help my character's motivation if he was on fire. -Bender
    1. Re:Not that I mind longer games but... by Sandbags · · Score: 1

      Let me save the game state at ANY point, ANY time (even in mid combat). Forget "segments." Forget save points.

      Give me "fallback" points every few hours apart, so that i have to be "careful" how I save, and I can only have 1 or 2 save points past some checkpoint in the story line and I can only save every 15 minutes or so (or if I save sooner than that my option is "save and quit" not just save, the idea I'm only saving because I have to walk away and handle LIFE).

      I don't by FF games anymore because i can not invest the time WASTED loosing my place and starting over because some section of the game is a 4 or 5 hour story arc between save points and it takes me months to find a free block of time that long where the wife or kid does not insist on using the TV. I play instant gratification MMOs like CoH and DDO where I can log in for a quick 20 minute mission, a string of them for a couple hours, or a 6 hour late-night game marathon, and I can always quit at ANY time if the kid or wife needs me. Console games need to do this...

      --
      There is no contest in life for which the unprepared have the advantage.
    2. Re:Not that I mind longer games but... by joaobranco · · Score: 1

      I have a lot of responsibilities as well as interests besides gaming. It has been over 10 years since I could, say, spend a whole weekend diving through a Final Fantasy title. I love the epic game style, 60 hour game? yes please. But please, let me play it in 120 30 minute increments and feel good about it.

      Sorry, but can't do that. If that happens it means you will consume your game at a much slower pace, and therefore won't buy version 3 of the same title next fall (after buying all DLC and expansions and version 2, of course). Why, you may even enjoy your game, rather than rush to the end...

    3. Re:Not that I mind longer games but... by Anonymous Coward · · Score: 0

      I don't by FF games anymore because i can not invest the time WASTED loosing my place and starting over because some section of the game is a 4 or 5 hour story arc between save points and it takes me months to find a free block of time that long where the wife or kid does not insist on using the TV. I play instant gratification MMOs like CoH and DDO where I can log in for a quick 20 minute mission, a string of them for a couple hours, or a 6 hour late-night game marathon, and I can always quit at ANY time if the kid or wife needs me. Console games need to do this...

      FFXIII has save points within 5-10 minutes of each other in most cases. Longest was about 30-45 minutes including fighting/scenes. granted that doesn't excuse the previous titles with the save point distance (and lack of world map for 10/12/13 to save on)

    4. Re:Not that I mind longer games but... by tecnico.hitos · · Score: 1

      I fear episodic games. I am under the impression that once they get common, even more games won't be properly finished. Many studios will begin some interesting storylines and then finish them too early or even leave them unfinished, because the first episodes didn't sell as well as they thought they would.

      --
      The good, the evil and the vacuum tubes.
    5. Re:Not that I mind longer games but... by andrewd18 · · Score: 1

      But please, let me play it in 120 30 minute increments and feel good about it

      This is the reason I'm enjoying Final Fantasy XIII. Most of my friends are complaining about the lack of open-world exploration, lack of battle micromanaging and the enormous amount of cutscenes, but the fact that I can feel a sense of accomplishment while waiting for the girlfriend to get ready to go out is great. I can unlock a new ability or two on my characters during a quick 20 minute session and on top of that I get to advance the plot with another 45 second cutscene.

    6. Re:Not that I mind longer games but... by crenshawsgc · · Score: 1

      Don't worry. Much like syndication works in the television industry, finished "bundles" of episodic games will be way more valuable to market, so publishers will have incentives to finish games.

    7. Re:Not that I mind longer games but... by Anonymous Coward · · Score: 0

      Or you could play on the PC, where quicksaves are available in nearly all games that aren't lazy console ports.

    8. Re:Not that I mind longer games but... by Sandbags · · Score: 1

      Which is why I do, and have not bought a console game in about 4 years... :)

      --
      There is no contest in life for which the unprepared have the advantage.
  12. Trade Secret? by trydk · · Score: 1

    I would have thought the studios would consider this a "trade secret" ;-)

    On a more serious note: I hope the studios will not reduce their games to cater only for the 90% as most gamers love the possibilities in a game and would probably not buy a "limited" game. (Just like I love a good tool, despite using it only once or twice.)

  13. I'd rather have games without annoyances by MoFoQ · · Score: 1

    whatever the game may be, I'd like the games to NOT be annoying.

    Though replay-ability and story are crucial, so is not being annoying or restrictive (not just limited to being too "console-y").

    for instance, lately, Zynga's games have been annoying...trying to peddle their "wares" so much that it just got to the point that I don't want to play their games.
    And also the same goes for the PC version of Assassin's Creed 2. In certain missions, the camera angles are locked so you have to learn re-adapt the controls as it won't move as it will on the screen. (and I'm not including the intro logo videos which you can't skip...legitimately)

    Some games, I still play...even though they have been out for years.
    Valve for one allows you to skip the intro logo vids, it is customizable, communities exist and it lacks major annoyances.

    in that sense, Mass Effect 2 falls into that annoyance category when compared to it's predecessor. For one, it wasn't as "upgradable"/customizable as the first; shields sucked monkey testicles, and it forked too much compared to the first.

    1. Re:I'd rather have games without annoyances by dingen · · Score: 1

      in that sense, Mass Effect 2 falls into that annoyance category when compared to it's predecessor. For one, it wasn't as "upgradable"/customizable as the first; shields sucked monkey testicles, and it forked too much compared to the first.

      What do you mean with "it forked too much"? And I think ME2 is an excellent game and a lot of aspects are really a lot better than the first one. Sure there are things that could have been better, but as a whole, it's a lot more cinematic and less static. It's of course difficult to create a sequel to a game as awesome as ME1, but I really think they've done a good job.

      --
      Pretty good is actually pretty bad.
    2. Re:I'd rather have games without annoyances by MoFoQ · · Score: 1

      Sorry, I was trying to be polite: ME2 pales in comparison.

      And by "forked," it gave you "choices" but it all lead to "sh*t"

      *SPOILER ALERT*
      Some of your crew will die if you can't keep them loyal. I believe the minimum is one crew, no matter how you play, will die.
      *END SPOILER ALERT*

      Plus the weapons were weak though being able to upgrade the ship's weapons was cool...but since they don't have "space" battles (aside from the cut scenes/scripted stuff)...it was pointless.

    3. Re:I'd rather have games without annoyances by eeCyaJ · · Score: 1

      With regards to the spoiler. Incorrect. There's even an achievement based around it.

    4. Re:I'd rather have games without annoyances by Simulant · · Score: 1

      I am usually one of those 5 hour (single player) gamers but Assassins Creed 2 & Mass Effect 2 are the games I played most this past year, apart from my multi-player FPS habit. I finished ME2 and am close to the end of AC2. No game is without it's annoyances but I think that these two Action/RPGs have done most things right. AC2 is perhaps the most beautiful game ever made and, while I'm ready for it to end after 50 or 60 hours of play, I'm still having fun with most of the missions. My biggest issue with AC2 has been the occasionally annoying control scheme but it has been worth my while to stick it out. (though the least they could have done on the PC is show hints with the actual bound keys rather than generic icons)

      Replayability is absolutely NOT crucial for me in single-player games. I'm happy to play a game through once. I did start a new Mass Effect 2 game because I enjoyed it so much but realized after about an hour that while there may be some different plot twists, the game remains essentially the same and I didn't really care to spend another 20-30 hours in it. Doesn't really matter to me, there's alway something else on the way.
         

    5. Re:I'd rather have games without annoyances by Anonymous Coward · · Score: 0

      If you keep all your team members loyal, researched all the ship upgrades, depart on the rescue mission asap and you make intelligent assignments during the missions, everyone will survive.

      If you do none of that, it's very possible everyone, including Shepherd, will die when you win the game.

    6. Re:I'd rather have games without annoyances by Anonymous Coward · · Score: 0

      If you keep all your team members loyal,

      The problem is that there isn't anything you can do to make them loyal. On my first play through everything went fine and dandy, but on my second one, without doing anything substantially different, except ramping up the difficulty, Miranda ended up as not loyal. The cause for that was I assume not having enough level up points in the slot that gives you additional answers in dialog, thus the Jack/Miranda fight couldn't be resolved peacefully. But the problem was that there was no way to get more points to clean things up later on, I had already done all side missions in the end.

      I assume I could still keep Miranda alive by keeping her out of my squad at the end, but that isn't exactly a satisfying solution for the loyalty problem.

      The same thing already pissed me of in Mass Effect 1, in the scene where you get to shoot Rex or not, the outcome completly depends on where you stuck your level up points, you can't cleverly resolve the situation by dialog, nope, you are completly dependent on some stupid points. Luckily I did have an earlier savegame with enough points so that I could allocate them differently, but it still required me to replay at least an 1 hours of the game just to get the ability to select the answer I want.

      The way Mass Effect handles unlocking of choices in dialog is complete and utter crap and the whole loyalty stuff is based on that. And while I absolutely love those two games, being stuck in a dialog without a satisfying way to resolve it, especially when the way to resolve it is damn obvious, belongs in the "most annoying gaming moments ever" category.

    7. Re:I'd rather have games without annoyances by Anonymous Coward · · Score: 0

      Lol, I deleted my Facebook account because I didn't want to play those Zynga click fest anymore and be annoyed by all their propaganda. It's their business model, not mind...

    8. Re:I'd rather have games without annoyances by Eli+Gottlieb · · Score: 1

      Assassin's Creed 2 is all right provided that you do like in AC1 and ignore the hell out of the framing story. The Glyph puzzles are a load of crap: "highlight the circular object and guess which pictures have clothing to win a conspiracy theory!". I'm desperately hoping that they realize throwing /r/conspiracy's mishmash of ideas into a game story was a bad idea and retcon that stuff out in AC3.

    9. Re:I'd rather have games without annoyances by Anonymous Coward · · Score: 0

      Guess you suck, because it's really quite easy to keep the entire crew alive.

    10. Re:I'd rather have games without annoyances by MoFoQ · · Score: 1

      at least they got rid of the beggars who wouldn't take "No" for an answer from AC1....and now have musician beggars who you can forcibly push and they get the point and move away (or you can throw money at).

      I remember in AC1, I had to go around and take out the beggars first before doing a mission.

  14. where has all the good ol games gone by Anonymous Coward · · Score: 0

    5 hrs game play for the average user that if your into it finish in 3 hrs or less and pay $100 for the right to play that game, i dont buy games i can finish in 1 good night. Playing them through again is uh well extremely boring as things are always in the same place and even on higher difficulties it is still roughly the same set of strategies required to finish the game hence it gets boring and boring fast. I want games longer and harder where are the 20-40 hr fps games with the ever increasing monster (difficulty / spawns) vs dimishing ammo.

    Where are more games like the good ol days.

    All there doing is giving them selves an excuse to rip the customer off even more then what they already do. bah

  15. A little from column A, a little from column B by ReneeJade · · Score: 5, Interesting

    Um, can't we have both?
    Sometimes I enjoy the simplicity (flavored with a little subtle complexity) of Plants vs. Zombies. Sometimes I feel like an epic, convoluted, RTS campaign. Surely there is a market for more complex games and less complex ones. But a long and complex game calls for an investment of time; they have to make it worth it.

    1. Re:A little from column A, a little from column B by Pteraspidomorphi · · Score: 1

      Isn't that the problem? I personally want something unique and original, something with an easy learning curve that can be picked up and played for 30 minutes, possibly with friends, or something with a kickass storyline that will keep me interested despite the same-old gameplay. It's amazing how few games manage to provide one of these experiences these days.

    2. Re:A little from column A, a little from column B by Bat+Country · · Score: 1

      I second this wholeheartedly. There's always a market, even among the hardcore gamer, for variety.

      I may have bought the whole Half-Life series for its immersive storytelling. I may have bought the GTA games, Mercenaries 2 and Just Cause 2 for their sandbox gameplay. I may have bought Mirror's Edge and Assassin's Creed for their unique movement systems and fluid gameplay. I may have bought Oblivion, Ultima 7, Wasteland and Starflight 2 over the years for their immensely deep replayability, captivating stories and powerfully complicated game mechanics (excepting Oblivion).

      But I also bought LittleBigPlanet so I could flop on my couch with friends and build something fun and stupid using springs and motors. I bought PAIN and Flatout for their pick-up minigame-oriented gameplay. I bought Mariokart, Goldeneye and Chu Chu Rocket for the simple competitive gameplay.

      Casual gaming is far from mutually exclusive with hardcore gaming, and completionists aren't always different people from the use-once-and-discard arcade crowd either.

      --
      The land shall stone them with the bread of his son.
  16. I wonder about the data these ideas are based on by Anonymous Coward · · Score: 0

    If they are only playing four or five hours one couldn't necessarily conclude that the games should be shorter if it's equivocal with the players simply not liking the game enough to continue after putting in that time. Most have better things to do, or better games to play. One could also question the period being measured. I have not finished games from 2008 but I do plan to finish some of them eventually. I finished a few of those games this year after they sat unplayed for quite a while.

  17. Re:Then make games that are fun for more than 4 ho by IamTheRealMike · · Score: 1

    I've noticed that most of the games I've completed and recently enjoyed are pretty short (Mirrors Edge, Modern Warfare 2) at least in the single player modes which is the only one I use. The reviews often say "this game is great but too short" but I found the length pretty good. The advantage of having a 5-7 hour game is that the experience is often really solid and even cinematic for the whole time.

    The exception is Mass Effect 1/2 which are maybe 40 hours and I played them over a period of a couple of months. Fortunately the Mass Effect games are both well balanced and quite easy, so I never really got stuck, and the story is very deep (for a game) so there's something driving you onwards. Many other games though I stopped playing after about 5-7 hours of gameplay because I just lost interest or I reached a point that was way too hard: GTA4 and Command&Conquer are two examples of that.

    So I suppose what I'm saying is, I probably am the sort of gamer the article describes.

  18. They are crap by Anonymous Coward · · Score: 0

    90% of the games are utter crap.

    Show me someone who hasn't finished mass effect 1.

    1. Re:They are crap by Anonymous Coward · · Score: 1, Funny

      Show me someone who hasn't finished mass effect 1.

      Finish it? I never even started it... :)

    2. Re:They are crap by BoberFett · · Score: 1

      I've started it twice now, but can never bring myself to keep playing. I played KOTOR and Jade Empire and Mass Effect just seems like another sequel to those games. Maybe I just don't like Bioware games. Someday I'll probably force myself to play further because everyone talks about how amazing it is, but I just haven't seen it.

    3. Re:They are crap by ProppaT · · Score: 1

      I put 5 hours into it, thought it was utter crap...from the battle system to the story...put it down, and never picked it back up.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  19. What if their games suck by mvar · · Score: 5, Insightful

    Have they thought about it? In the past you could play games like "Baldur's Gate" with 200+ hours of gameplay and not get bored and even go through it again a couple of times.

    1. Re:What if their games suck by Anonymous Coward · · Score: 0

      +1 Insightful! I still play it (along with Planescape Torment and BG2) from time to time!

    2. Re:What if their games suck by TOGSolid · · Score: 1

      Baldur's Gate 1 + Tales of the Sword Coast + Baldur's Gate 2 + Throne of Bhaal = The best summer marathon of gaming I've ever experienced. I really should do that again at some point.
      It says a lot that I've played BG more than a couple of times and could only stand Mass Effect once. The depth and scope of BG absolutely annihilates Mass Effect's very very watered down RPG experience.

    3. Re:What if their games suck by bbqsrc · · Score: 2, Insightful

      I was sad when I finished Throne of Bhaal, because I knew I would never be satisfied by another game ever again.

      --
      Disagree != mod troll.
    4. Re:What if their games suck by n30na · · Score: 1

      So true, i remember easily getting 20 hours into BG2, only to realize that i wasn't even 10% in. I should go back and finish that game some day.. :P

  20. It depends on what makes the gameplay longer. by miffo.swe · · Score: 2, Insightful

    Most longer games tend to artificially extend gameplay by long transports and repetitive tasks. The few that has longer gameplay by really introducing new tasks are really good and worth the time.

    I wouldnt want a bad movie be extented over three hours either. If the game suck after a short while, maybe it really isnt that good?

    Any EA executives wet dream must be to chop good games up into countless expansions so it can be sold over and over.

    --
    HTTP/1.1 400
    1. Re:It depends on what makes the gameplay longer. by TedRiot · · Score: 1

      My thoughts exactly. I'll take the shorter game with a captivating story and gameplay over the artificially prolonged one.

      I've seen too many games where you have to pointlessly walk around for hours and fight random enemies. Or you have to go look for fights just to get your character to a higher level.

      But regarding my first point, I don't mind if the game is long as long as the longness is justified.

      Same with movies, if 1h20min is enough, make it 1h20min instead of 3 hours.

  21. Re:As if quantity of content is its only measure.. by riT-k0MA · · Score: 1

    When the word "Replayability" is brought up, I think of Oblivion. What a brilliant game that was (with a plethora of mods running).

    What I do not want to see is another Titan Quest. The mindless, repeating grinding really gets to me.

  22. Do Moviegoers Want More Romantic Comedies? by Nautical+Insanity · · Score: 2, Insightful

    Generalizing gamers in this way is like generalizing moviegoers. People who play video games are an increasingly diverse group. The phrase "Every gamer wants $X" is either deceit or wishful thinking. Game publishers would love to have their customers bundled into a neat and easily-marketable demographic. However, as many /. arguments over what makes a great game can attest, every person who plays a video games has a different expectation of what the experience should provide.

    1. Re:Do Moviegoers Want More Romantic Comedies? by MeesterCat · · Score: 1

      I was going to make the same point.

      Simply using the term 'Games' or 'Gamers' in this context is far too narrow. Oversimplify RPGs, or Civilisation, or the Football Manager games and you remove the game.

      --
      "I tell you, we are here on Earth to fart around, and don't let anybody tell you different." ~ Kurt Vonnegut Jnr.
  23. Simple answer: No. by Hurricane78 · · Score: 3, Interesting

    They want more efficient games. With “efficient” meaning: More fun for less time. Or: If they are shorter and don’t require as much getting into, they should just as much be more intense.

    Your question falls to the classical “KISS” fallacy. Simplicity is a oversimplification of the original goal (efficiency). And, being oversimplified, it’s worse, not better, than that goal.
    Did you ever use software that was “so easy”, that you weren’t able to use it anymore? (At least not without disabling most of your brain.) I get that a lot nowadays. :/

    So you also misunderstood what gamers actually want: To have a just as great experience without investing a lot of time in it. The “just as great” is the key here. Because 1 hour of some level of greatness is only a fraction of 40 hours of that same greatness. You know what I’m trying to say.

    Also, even a beginner game designer knows, that if there is no challenge, there is no fun, and there also is no game. So simple is by definition not an ideal in game design.
    But efficiency... or rather emergence is very much. :)

    Make the UI (or rather the whole game) emergent, and the experience great. That’s it. :)

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:Simple answer: No. by ReneeJade · · Score: 2, Insightful

      Yes, I agree. I watched my housemate play Mario Kart on Wii and wonder at how he didn't get bored. Then one day I got drunk enough to try it for myself and discovered that is is nowhere near as simple as it appears. The challenges are subtle. You don't get "stuck" on Mario Kart, but you need more than good hand-eye co-ordination to be great at it. That's why it remains fun, even after hours, without appearing to be complex.

    2. Re:Simple answer: No. by Anonymous Coward · · Score: 0

      This. Exactly.

      Take Windows XP versus Windows Vista or 7 as a classic example.

      They wanted to make the Control Panel more accessible to less tech-savvy users, so they started simplifying and conglomerating the options until it no longer represented an index of possible choices - ie. Network Settings, Mouse Settings, Microphone Settings, etc - instead they turned it into a tree format where there are only ever 2-3 options at any given intersection, so you open Control Panel thinking "I want to change my Network Settings, I am looking for something involving the 'Network' and 'Settings'." And instead of being presented with a long and eye-burning list of every setting menu in the system, you are presented with three options which are completely oversimplified to the point of being utterly meaningless. You open Control Panel and you are asked to choose between "Heffalumps, Woozels, or Orange Juice", and not knowing what is what but wanting to find something to do with Network Settings you click 'Orange Juice' only to be presented with more meaningless text like "I see you would like some Orange Juice, would you prefer Toothpaste, Cheques, or Mints with your Orange Juice" and the right answer for Network Settings is that you want Mints with your Orange Juice.

      Microsoft tried to make the Control Panel more accessible and more efficient, and instead made it so simplified it lost the meaning of the terms and now requires that I look up online how to open panels and follow the button presses like some archaic ritual at an alien console not understood but by the past reactions to button sequences attempted.

    3. Re:Simple answer: No. by Anonymous Coward · · Score: 0

      Simple. You open the Control Panel, enter "Network" into the search box, and it will display all relevant options. You almost never need to navigate the Control panel if you know what you want to do. And if you don't know what exactly you need, the categories might help you more than just listing every possible option.

    4. Re:Simple answer: No. by ReneeJade · · Score: 1

      This. Exactly.

      Take Windows XP versus Windows Vista or 7 as a classic example.

      They wanted to make the Control Panel more accessible to less tech-savvy users, so they started simplifying and conglomerating the options until it no longer represented an index of possible choices - ie. Network Settings, Mouse Settings, Microphone Settings, etc - instead they turned it into a tree format where there are only ever 2-3 options at any given intersection, so you open Control Panel thinking "I want to change my Network Settings, I am looking for something involving the 'Network' and 'Settings'." And instead of being presented with a long and eye-burning list of every setting menu in the system, you are presented with three options which are completely oversimplified to the point of being utterly meaningless. You open Control Panel and you are asked to choose between "Heffalumps, Woozels, or Orange Juice", and not knowing what is what but wanting to find something to do with Network Settings you click 'Orange Juice' only to be presented with more meaningless text like "I see you would like some Orange Juice, would you prefer Toothpaste, Cheques, or Mints with your Orange Juice" and the right answer for Network Settings is that you want Mints with your Orange Juice.

      Microsoft tried to make the Control Panel more accessible and more efficient, and instead made it so simplified it lost the meaning of the terms and now requires that I look up online how to open panels and follow the button presses like some archaic ritual at an alien console not understood but by the past reactions to button sequences attempted.

      I can feel the "offtopic" coming but never mind. This drives me insane! In windows 7, you can make control panel display the full set of icons, but you have to ask it to do so every time. I downloaded a script to edit the registry that was meant to change this but it didn't work - so god knows what it did do. I wish there was some way to make it permanently show the full list, I'm not that keen on editing my registry by hand. Fail MS, fail.

    5. Re:Simple answer: No. by dangitman · · Score: 1

      They want more efficient games. With “efficient” meaning: More fun for less time. Or: If they are shorter and don’t require as much getting into, they should just as much be more intense.

      Simplicity vs. Complexity is kind of missing the point, and I think "efficiency" might be a little off the mark too.

      My biggest problem with modern games is that the type of complexity that they introduce doesn't make any sense. One way is that they add some sort of "puzzle" or something to solve. But this puzzle isn't solvable by logic or intelligence, it's just something completely random. This is why game walkthroughs are so popular. Some of the predicaments are just so obtuse and weird.

      The other way is that they introduce complexity to the controls. This is particularly common in console games, but not unknown in the PC gaming world, either. I want to be immersed in the game, I don't want to spend the time trying to adapt to whatever weird control scheme or combo of button presses the interface requires.

      --
      ... and then they built the supercollider.
    6. Re:Simple answer: No. by andrewd18 · · Score: 1

      You open Control Panel and you are asked to choose between "Heffalumps, Woozels, or Orange Juice", and not knowing what is what but wanting to find something to do with Network Settings you click 'Orange Juice' only to be presented with more meaningless text like "I see you would like some Orange Juice, would you prefer Toothpaste, Cheques, or Mints with your Orange Juice" and the right answer for Network Settings is that you want Mints with your Orange Juice.

      You, sir, owe me a new keyboard. I spewed my morning Network Settings all over it.

    7. Re:Simple answer: No. by Hatta · · Score: 1

      To have a just as great experience without investing a lot of time in it. The "just as great" is the key here.

      That's just not possible. We call it "investing" time, because it pays off. The first few hours should be fun of course, but they can't match the enjoyment of truly mastering a game.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Simple answer: No. by Walkingshark · · Score: 1

      GTA IV is a good example of this. I'm hours and hours into the game and I've just barely begun being able to drive cars that aren't a tedious chore to get from point A to point B (due to low speed, shitty handling, or what have you). Not to mention they love making me drive across that bridge over and over again, and every time I either have to slow to a dead stop and wait or I have to worry about dodging police when I run through the toll booth.

      That toll booth is going to stop me from ever buying another GTA game.

      --
      The world you experience is only a close approximation of reality.
    9. Re:Simple answer: No. by Jedi+Alec · · Score: 2, Funny

      That toll booth is going to stop me from ever buying another GTA game.

      Steal a cop car and hit the sirens just before the toll booth ;-)

      Then find out you accidentally hit the key to get out of the car, at full speed, and watch the pretty splosions as you get run over by the guy behind you...

      --

      People replying to my sig annoy me. That's why I change it all the time.
    10. Re:Simple answer: No. by Hurricane78 · · Score: 1

      My biggest problem with modern games is that the type of complexity that they introduce doesn't make any sense. One way is that they add some sort of "puzzle" or something to solve. But this puzzle isn't solvable by logic or intelligence, it's just something completely random. This is why game walkthroughs are so popular. Some of the predicaments are just so obtuse and weird.

      Oh god, I can feel with you. I can tell you that that is really lazy design. Or rather designing it just as much as needed for people to buy it. Not for it to be some kind of art or making sense. It’s the gameplay equivalent of a writer using a deus ex machina to fix his story line.
      In a good game, the aesthetics and story are in perfect union with those gameplay “puzzles”. Meaning: The puzzle is an actual part of the story and everything. That it makes sense in that world you created, and doesn’t feel like a random puzzle thrown in, to make it feel longer.
      In other words: It is a bad experience. As you said: It sucks. ;)

      The other way is that they introduce complexity to the controls. This is particularly common in console games, but not unknown in the PC gaming world, either. I want to be immersed in the game, I don't want to spend the time trying to adapt to whatever weird control scheme or combo of button presses the interface requires.

      That’s in essence that “emergence” I talked about. For controls that means: The art to be able to do many different things with very minimalistic controls. Any new control you add should multiply the number of things you can do in a natural way. In a way that makes sense in the game. (There is no such thing as “intuitive”. That’s just what we are used to. So it’s better for the complete game to be consistent, to help people find functionality in a natural way.)
      Also, controls should be 100% customizable. No exceptions. E.g. I’m left-handed, and hence can’t play on WASD, since I use that hand for the mouse. Also my keyboard layout is a rare one. Flash games are very often having that problem. Which instantly makes me dismiss them and give them the lowest rating.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    11. Re:Simple answer: No. by Hurricane78 · · Score: 1

      That's just not possible.

      I’m sorry, but you forgot to mention any arguments for why that bold statement is true.

      While I myself can easily prove that it is possible with this very simple example:
      A racing game: Just make everything feel faster and narrower, and the win closer, and you got a shorter, but more intense experience.
      The “greatness” total stays the same.
      QED

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    12. Re:Simple answer: No. by Hurricane78 · · Score: 1

      Yes, I agree. I have rarely seen such an epic failure of tediousness as this game. (Apart from Asia grinders of course. ;)
      For a counter-example look at all those new games that let you start nearly right where you died, when you die. It may feel a bit too easy, but in total it usually is a lot more fun. Or a bit less annoyance but a lot more intensity. :)
      I think that Prince of Persia with that barefoot girl that runs around with you was the first to re-discover this simple principle.
      The art is not to make a game harder. The art is to make you stay as close as possible to the sweet spot between too easy and too hard. Where it always is extremely close. Then you grow the game with the improving user. Which causes him to be able to stand even closer wins. That’s what will get the adrenaline pumping! :)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    13. Re:Simple answer: No. by Hurricane78 · · Score: 1

      Offtopic? Naah. I have my Windows VM under the appropriate category: K -> Games -> Windows XP. You’re definitely on-topic. :)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    14. Re:Simple answer: No. by Anonymous Coward · · Score: 0

      Your question falls to the classical “KISS” fallacy.

      Don't you mean "KIS"?

    15. Re:Simple answer: No. by Bat+Country · · Score: 1

      Google "windows 7 god mode." You will be well-pleased.

      --
      The land shall stone them with the bread of his son.
    16. Re:Simple answer: No. by ReneeJade · · Score: 1

      Google "windows 7 god mode." You will be well-pleased.

      I. Love. You. X

    17. Re:Simple answer: No. by Walkingshark · · Score: 1

      I will say that Far Cry 2 did actually manage to be more tedious than GTA IV, if only because they made driving vital to the game and the only gave you 2 real options as far as vehicles go, then made you fight the same encounter over and over again for no apparent reason every five minutes the entire time you play the game.

      That said, at least it runs without a hitch on my system, something I can't say for the memory-leak prone GTA IV.

      --
      The world you experience is only a close approximation of reality.
  24. Article excerpt by archont · · Score: 1

    Younger gamers demand something more sophisticated, while older gamers don't have the time or energy to play through something built around a punitive system for a bazillion hours.

    Well doesn't that smell of BS. I thought it was the other way around. Younger gamers tend to go for the mass-produced crap with low difficulty, low barrier of entry and immediate gratification. It's usually the older, more seasoned players who can appreciate a game for it's depth (of mechanics or storyline) and enjoy it despite having a steep curve.

    Ever wondered why Runescape's audience consists mostly of 12 year olds, while Eve Online tends to attract older people? Who the hell wrote this bullshit article?

  25. Break em up into episodes by QuantumG · · Score: 3, Insightful

    Make your 40 hour long game if you must... but break them up into 8 episodes of 5 hours each. Make each one "self contained" as much as is practical, even if that means you need to put a "previously.." at the beginning of eps 2 to 8.

    And, here's the brilliant part: Charge $15 per episode. Many customers will bork at buying a $120 game, but plenty will happily do that over weeks/months.

    --
    How we know is more important than what we know.
    1. Re:Break em up into episodes by illaqueate · · Score: 2, Interesting

      quite a few of the 40+ hours games are open world games that aren't organized linearly. the story missions are sometimes only one part of the game, the others being free form action, mini games, side missions, upgrading/customizing, etc. One could typically "finish" the game in a shorter span by following story missions only, however that's not what many find fun about that type of game.

    2. Re:Break em up into episodes by dingen · · Score: 1

      That's exactly what they're doing with Half-Life. I wish they'd release an episode more often though.

      Although I have absolutely no problems with games that contain 40 to 60 hours of gameplay in the single player campaign, and I'm not a hardcore gamer nor a kid.

      --
      Pretty good is actually pretty bad.
    3. Re:Break em up into episodes by QuantumG · · Score: 1

      Yeah, release the episodes all at the same time. People can't gouge themselves if you ration them.

      --
      How we know is more important than what we know.
    4. Re:Break em up into episodes by L4t3r4lu5 · · Score: 2, Insightful

      I've completely lost interest in Half Life. It was one year (June 2006 - October 2007) between Episode 1 and Episode 2 of HL2. It's been three years since Episode 2, and the story has lost its appeal.

      The next Half Life game i'll buy will be Black Mesa, a third party port of the original Half Life to the Source engine. Episode 3? I might read a synopsis on Wikipedia and go "Oh, so that's what happened..." and then forget about it again.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    5. Re:Break em up into episodes by Max+Romantschuk · · Score: 3, Informative

      We've been playing the Tales of Monkey Island episodic games on the Wii with a couple of friends lately. It's usually 3-4 hours to beat an episode, and at 10 Euros that's dirt cheap compared to a movie for the four of us. Win-win :)

      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
    6. Re:Break em up into episodes by imakemusic · · Score: 1

      Gouge:
      1. force with the thumb; "gouge out his eyes"
      2. dent: an impression in a surface (as made by a blow)

      Maybe you mean gorge? Unless you're implying that playing for extended periods of time makes you want to gouge your eyes out?

      --
      Brain surgery - it's not rocket science!
    7. Re:Break em up into episodes by imakemusic · · Score: 1

      Well it was 6 years between Half Life 1 and Half Life 2 and I'm glad I waited. I don't see how time between episodes lessens the appeal. Maybe you just don't like the direction they're going with it?

      Also I can guarantee you won't buy Black Mesa. You might play it, but you won't buy it - it's free.

      --
      Brain surgery - it's not rocket science!
    8. Re:Break em up into episodes by Sandbags · · Score: 1

      No. I want my 100+ hour games back damnit! I just want them without the 3-4 hour breaks between save points... Let me save ANY time ANYwhere (with some restrictions to prevent save points from being used as a cheat system).

      There are a few core game types here:
      - 100+ hour "casual" games (Final Fantasy and company) These used to be 200+ hour games... These should be as complex as possible, drop the linear story line model, make them challenging, but replayabiltiy is not required. These games take lots of effort to make, and should typically be sold in the $60-80 range when new, never really coming belor $50 until a new game replaces it.
      - 40-50 hour action titles (god of war, Halo, etc) but also including most RTS. These have been getting shorter and shorter with less and less replayabiltiy, and simpler and simpler. STOP. you are KILLING this category! These games should be replayable with a few different characters in some cases, but OK if they're not. These are full games with long stories, as well as some replayability, and should carry top game pricing when new ($50-70).
      - competitive games with back story (racing games, fighting games, etc). Solo stroy line might be only a few hours long per character (in character oriented games), or might be a level/improvement system that takes hundreds of races to max out a car (GranTourismo). I call these instant gratification games. high adrenalin in short bursts, but a feeling of accomplishment and milestones to achieve. Most of the music games also fall into this class, as do almost all 2 and 4 player competitive titles. There might be 20 hours of actual "content" here. Depending on the complexity and replayability, these games should be $30-50.
      - Simple games. Replayabiltiy is the only real feature. These are fighting games, puzzle games, flash games, etc. These may oin the surface resmeble challenge games, but lack the backstory/single player mode with 20-40 hours of story. These should be under $20 typically (except when brand new and top at $40).
      - MMO. nuff siad. 1 thing though: If the monthly price is over $5, drop the game box price by $25 for each $5/month more. A $15/month MMO should be free to join, a $10/month MMO should have a $25 street price. They should ALL be free for the first 4 or 5 levels of common content or for up to 2 weeks (keeping some special missions locked, limited races, etc). Expansion packs should only be sold for games with low monthly fees, and expansion packs should include the full game for new subscribers. Significant content additions should be expected not less than quarterly with new race/class options or level cap increases twice yearly, and major expansions about every 18 months. (DDO is a great example of this now, but missed this mark BADLY its first 2 years).

      --
      There is no contest in life for which the unprepared have the advantage.
    9. Re:Break em up into episodes by Anonymous Coward · · Score: 0

      You won't play it at all because it's vaporware.

    10. Re:Break em up into episodes by L4t3r4lu5 · · Score: 1

      Forgive me. I'd donate, if I was able. Probably the same amount as I paid for the original Half Life.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    11. Re:Break em up into episodes by imakemusic · · Score: 1

      IIRC they aren't allowed to accept donations.

      Anyway, I'm still confused as to what you mean. If you're tired of half life why play black mesa? It's just more of the same. Episode 3 will, by definition, be new content and new story. If you've enjoyed the previous games why would an extended break stop you enjoying the next one?

      --
      Brain surgery - it's not rocket science!
    12. Re:Break em up into episodes by PitaBred · · Score: 1

      Wait... you won't play Half-Life Ep. 3, but you'll buy a free game that recreates the story you already know? What?

    13. Re:Break em up into episodes by Anonymous Coward · · Score: 0

      There's quite a few good web-based MMO's if you're willing to forego immersive graphics. All reasonably priced, since they are web-based. Generally you start for free, then pay $10 to get some game cash to become competitive. I was seriously getting into these for a while, until I realized I was becoming a login-junkie. The addictiveness reminded me of Tradewars, in how you couldn't wait to log in and see who did what, and how much cash your empire raised in your absence.

  26. Anonymous Coward by Anonymous Coward · · Score: 0

    I would be happy and say that this means we might see a small comeback of 'real' arcade-style games, instead of XBLA retro cash-ins, but I would be giving both gamers and developers too much credit.

  27. Lets try the basics by AHuxley · · Score: 0, Offtopic

    Resolutions that work on todays pc lcd, home media setups.
    A smarter AI, we have cores and more cores, RAM and broadband - make it work for the end user.
    3d sound fit for a blu ray media room, not some space saving lossy best effort.
    Tools to create new worlds and art with. For the fans with Macs, Windows or Linux and time to dream.
    The game may only support Windows but let other OS users help, then dual boot to play.
    Server options for local low ping hosts or ISP support ect.
    Less DRM drama for people who paid for the game.
    Get the basics in and then build world size and detail beyond a ps3 or xbox 720p smaller world size 'limits'.
    Dont send legal teams after your fans. If they are not profiting from physical media sales ect, let them enjoy and add to the game community.

    --
    Domestic spying is now "Benign Information Gathering"
    1. Re:Lets try the basics by tepples · · Score: 1

      A smarter AI, we have cores and more cores

      Not necessarily. Laptops don't have more cores, and neither do older PCs. Remember that a player's total cost of buying a game is the cost of the software plus the cost of upgrading the hardware. And enemies' action instructions can't be "dialed up or down" like graphics without adversely affecting the game rules themselves.

      and broadband

      If a lot of your players are on a connection that cuts out after 5 GB (satellite and 3G are like this), and a better connection costs $10,000 to move house, then you're limiting your market.

      3d sound fit for a blu ray media room, not some space saving lossy best effort.

      Even Blu-ray movies use lossy audio compression.

      build world size and detail beyond a ps3 or xbox 720p smaller world size 'limits'.

      How much more are gamers willing to pay to have these more expansive assets created?

      Tools to create new worlds and art with.

      But if players manage to load third-party total conversions art into the demo, that would compete with sales of the full game.

      For the fans with Macs, Windows or Linux and time to dream.
      The game may only support Windows but let other OS users help, then dual boot to play.

      If it takes five minutes to switch from making assets to testing them (close asset maker tool, close web browser, shut down Mac OS X, start Windows, start game) and five minutes to switch back (close game, shut down Windows, start asset maker tool, start web browser with which to view manuals and forums), that would be so much of a pain for mod authors that it wouldn't be worth porting the asset maker tool.

      Less DRM drama for people who paid for the game.

      All DRM does is prevent people from fooling the game into thinking they've paid for it. What do you recommend that's better than well-known DRM schemes without making the game into an MMO?

      Dont send legal teams after your fans. If they are not profiting from physical media sales ect

      You don't know that they won't in the future.

    2. Re:Lets try the basics by Hal_Porter · · Score: 1

      Tools to create new worlds and art with. For the fans with Macs, Windows or Linux and time to dream. The game may only support Windows but let other OS users help, then dual boot to play.

      We can game if we want to
      We can leave your OS behind
      'Cause your OS don't game and if it don't game
      Well it's no OS of mine

      I say, we can go where we want to
      A place where they will never find
      And we can act like we come from out of this world
      Leave the real one far behind
      And we can game.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
  28. No by dingen · · Score: 1

    They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.

    That's not broadcasting.

    --
    Pretty good is actually pretty bad.
  29. Online games changed things a lot by Golden_Rider · · Score: 1

    Back in the good old days of the Commodore 64, I loved those long single player games, like the Ultima series, Bard's Tale, the AD&D stuff like pool of radiance or whatever. You had the "quick and fun" stuff you could play together with friends who came over to your place (shooters etc.), and when you were alone, you could pop in the Ultima 3 or 4 disk and cartograph out the latest dungeon all night long. I spent weeks on those RPG, exchanging maps of dungeons, location of npc and other info with my friends at school. But now when I have REALLY time to play at the computer, I log on to my MMORPG and play there. When I just have a little bit of time to play a single player game, I want one which I can start, play for five minutes and then quit again. Yes, I enjoyed the Baldur's Gate series a lot, but that was before I started playing MMORPG. These days, I would not start a game like that anymore, because playing online with friends definitely beats playing alone for hours. So for me it's not that I want "simpler" games because long games are too difficult etc., the problem is more that when I really have time to play, I want to spend that time playing with online friends and not alone.

  30. Movies by Aceticon · · Score: 1

    When I want something simple and short I can watch a movie.

    Games on the other hand are supposed to be challenging and entertaining for a lot longer than a movie.

    In fact, I find that a lot of modern games are too simple and straightforward (especially on consoles) - maybe game producers are adding the wrong type of complexity (i.e. visual eye-candy) instead of concentrating on game mechanics (or maybe they're just targetting the unsophisticated and not very smart audience of young teenagers?)

    Then again I'm a long-time gamer (more than 20 years now) so I've "seen it all and done it all" and have become harder to impress with fancy graphics if the game mechanics are shallow.

    1. Re:Movies by tepples · · Score: 1

      maybe game producers are adding the wrong type of complexity (i.e. visual eye-candy) instead of concentrating on game mechanics (or maybe they're just targetting the unsophisticated and not very smart audience of young teenagers?)

      Young teenagers control a surprisingly large amount of Mommy's money.

  31. Re:As if quantity of content is its only measure.. by AuMatar · · Score: 3, Informative

    I think of the exact opposite. I don't like sandbox games at all. If I'm playing a game with a storyline and a quest, I want the gameplay to be tight, focused on the storyline, and with minimum to no distractions or side quests. I play those games for the story, I don't want to wander around lost or go off and do other things- I want the story, and I want a well written plotline engaging and long enough to be worth the game with nothing else tacked on.

    When I think replayability, I think Civ. Strategic gameplay instead of tactical and each game plays very different just by altering the starting conditions.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  32. maybe 90% of gamers are casual gamers by mentil · · Score: 1

    What I really think is going on is that the huge number of casual gamers are convinced into buying some 'great game' by a friend who's a hardcore gamer, and then realizing a few hours in that they prefer Bejeweled over Halo.
    Also, think about the traits that a modern AAA game has: fast-paced, cinematic, action-heavy, gives you a handful of ways to approach a problem (even if those ways are only superficially different). This tends to lead to two approaches: heavily scripted games with numerous weapons, and open-world games with a handful of mission types.

    Heavily-scripted games tend to have you run through the environments at a quick pace and never go back, making environment modeling/texturing costs sky-high. Making one of these games last much more than 8 hours would be financially unfeasible.
    Once an open world is modeled and the mission types are done, an infinite number of missions can take place there, limited only by voice acting costs and disc space. However, developers realize that doing the same mission type over and over gets boring. In my opinion, they 'realize' this too many hours after the point where the player is already bored.

    So, 4-5 hours of play means that the player has already seen 80% of what the game has to offer. This doesn't apply to strategy games or RPGs, which have high replayability or play time respectively. Stopping 5 hours into a 40 hours RPG is against the point, if you care about the story.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  33. hmm... by Anonymous Coward · · Score: 0

    I've had several studios tell me that their general observation is that 'more than 90 percent' of a games audience will play it for 'just four or five hours.'"

    oh, you mean the wiitards?

  34. Wouldn't that be pointless? by Moraelin · · Score: 5, Interesting

    If the overwhelming majority of gamers don't finish the game in the first place, how would replayability help? The problem is that people give up anyway, not that they don't start it once more.

    If anything, this seems to confirm what I've been saying all along: Forget about replayability, just make it worth playing once. To even think about playing it again, you have to find it worth playing the first time. If people get to the end scene with a sensation of "man, I wish it had at least 5 more hours", they'll tend to replay it anyway. If they gave up in boredom or frustration before even getting to the first contagonist, they won't.

    And it seems to me like ultimately too much focus on reserving stuff for the replay is self-defeating. You have the time and budget to put X quests / locations / dialogue lines / etc in the game. If you show the user only a quarter of those on the first run, because essentially for some he's not the right class, for some he took the wrong choice (e.g., in Fallout 3 it's possible to never even discover a quest hub by as little as skipping one side-quest and succeeding on a persuasion check on another), for some he didn't explore enough to find the secret quest giver locations, for some he explored too much (FO3 again, you could skip two thirds of the main quest by just going exploring and stumbling upon the "wrong" location), and some is bonus stuff to be unlocked, essentially what that user sees on the first run is a quarter of the fun. If that puts it below the fun threshold to play it the first time, there'll be no replay to find that extra stuff either.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Wouldn't that be pointless? by Goaway · · Score: 1

      If the overwhelming majority of gamers don't finish the game in the first place, how would replayability help?

      Make a shorter and simpler game, that can be played many times and still be entertaining. Then more people can finish it, and those who want to spend more time playing can also do so.

    2. Re:Wouldn't that be pointless? by blahplusplus · · Score: 1

      "man, I wish it had at least 5 more hours", they'll tend to replay it anyway. "

      This is not how it usually works especially for single player games, usually once you play a single player game it's a done deal. Only the VERY BEST single player games get played again and EVEN THEN the best single player games in most genre's are not designed for replayability. Take a game like Civ 4, the whole design of the game is designed to be _replayable_. Most single player games are way way far away from that kind of design philosophy.

    3. Re:Wouldn't that be pointless? by Hadlock · · Score: 4, Insightful

      If the overwhelming majority of gamers don't finish the game in the first place, how would replayability help?

      I think the main thing here is that developers will take a great game mechanic, like Mirror's Edge type gymnastics, and then strrrrreeeeetch it out to the point where it becomes more overplayed and boring than last year's summer radio hit. Once you hit the point where all the novelty of the gametype is worn out and they're just decreasing the margins for error/increasing skill level, most people get bored with it and move on. That might be why competitive FPS games tend to have more staying power; they're more of a sport than some sort of clever puzzle/timing game.

      --
      moox. for a new generation.
    4. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 3, Insightful

      Gamers don't finish the games because the games are not interesting enough to finish. Name one great game that you didn't try to win. Now name one crappy game that you did try to win.

    5. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      >> they're more of a sport than some sort of clever puzzle/timing game

      Mod that man up!

    6. Re:Wouldn't that be pointless? by plastbox · · Score: 1

      Or make a quality game, like Chrono Trigger. Huge world, multiple endings, long but focused storyline(s), characters progressing differently depending on who you team them up with, and a lot more that makes the game hugely replayable and enjoyable.

    7. Re:Wouldn't that be pointless? by Moryath · · Score: 1

      Not the case.

      Take the earliest of titles - Doom, Megaman series, etc. Gamers played, and played, and played, and played, even WITHOUT multiplayer.

      Most of the Megaman titles can be finished in less than 2 hours if you know what you're doing - then gamers tried to speedrun them.

      Look at games today; they try to artificially create "replay value." Replaying a Devil May Cry-type game 20 times, when it takes more than a couple hours to finish each time, is boring. And a lot of that is the fact that you're "unlocking" extra difficulty modes or characters, but the underlying gameplay is a lot more boring than it is satisfying.

      Make a good, solid game that takes 4-5 hours to finish, but is FUN for all of those 4-5 hours, and people will play it for months at a time. Make a piece of crap like Celda: The Wind Breaker, complete with "100+ hours of gameplay" 80 of which are the gamer wandering the world scanning in vain on a pixel hunt in the "Hey Link, Go Get the 8 Meaningless Pieces Of Crap To Make The MacGuffin" quest, and watch gamers run screaming away back to something fun.

    8. Re:Wouldn't that be pointless? by chadplusplus · · Score: 2, Insightful

      The issue for me is that games are now too long for me to finish before I get interrupted by other responsibilities. Fallout 3 and Dragon Age were both interrupted and I failed to return back to them to finish, but have finished Halo 3 twice. I was probably 30+ hours into FO3 and DA:O, and got bored/distracted by other things in my life. The story line for Halo 3 takes about a leisurely weekend to get through.

      That's my problem. I have momentary breaks in my life where I'll have a slow weekend or week that I can really get some gaming in. But if it takes more than a week or two to get through a story line, other responsibilities/interests arise, I get distracted, and by the time I have another break for gaming, I'm no longer interested.

    9. Re:Wouldn't that be pointless? by mqduck · · Score: 1

      If you show the user only a quarter of those on the first run, because essentially for some he's not the right class, for some he took the wrong choice ... essentially what that user sees on the first run is a quarter of the fun.

      You're making a mistake if you think the only reason to make a game like that is replayability. For a game's world to feel "alive", it has to respond to your actions -- meaning the player must experience a different game based on their character and her/his actions. If a big, expansive, open-ended world is your main feature, then the hypothetical "1/4 of the game per playthrough" makes the game better even if the player only plays through it once.

      --
      Property is theft.
    10. Re:Wouldn't that be pointless? by Danse · · Score: 1

      Or make a quality game, like Chrono Trigger. Huge world, multiple endings, long but focused storyline(s), characters progressing differently depending on who you team them up with, and a lot more that makes the game hugely replayable and enjoyable.

      Chrono Trigger was a good game and had a good story, but the battle mechanics were really repetitive. That's the part that got very tiresome for me.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    11. Re:Wouldn't that be pointless? by Golddess · · Score: 1

      This was one thing that I really enjoyed about Batman: Arkham Asylum. Near as I could tell, they explicitly made sure that, even if you completely skipped the side stuff during the normal story, you could still go back and complete it all at the very end. A shame the game was so short.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    12. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      So we should ban philosophy and mathematics because most people don't like them? Just because its the majority opinion it does not make it right, if we were to act on everything based on that most countries would be bankrupt by now(the common idiot like to believe that money grows on trees)

    13. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      I know most games I do not finish are because the game mechanics are to generic, they do not evolve. Final Fantasy is an example of such issues, FF 12 I played through, the strategies changed slightly as the game progressed. FF 13 on the otherhand, fight 1 is the same as fight x, the new combat system gets generic after a while. I also have an issue with repeatative games, which has luckily kept me out of the mmo realm. Games like Mass Effect 1, Oblivion, and Fallout do it right. Mass Effect 2 is good, but less so than the first one, I think they screwed up when they altered the engine as much as they did, don't mess with a good thing. It is not that we don't want bigger and better, it is that the developers fail in executing it properly. Look at all of the popular games that are large and you find the solution. Games such as FPS and GTA allow you to interact with the world, always giving potential for greater challenges and more important potential for greater diversity in tactics. Some of my old time favorites like the origional fallout games and even fallout:tactics offered the same value of a variety of tactics.

    14. Re:Wouldn't that be pointless? by bami · · Score: 1

      Halo 3 can be stormed through in coop in about 7 hours, and thats on legendary (or herioc, whatever the highest level is).

      More games should offer 3-4 player coop on one or two systems, since its so much more fun playing as a team (and occasionally melee-ing your teammate from behind) then playing alone. Multi-single player?

    15. Re:Wouldn't that be pointless? by socrplayr813 · · Score: 2, Interesting

      Mod parent up. It's not about complexity. It's about time and interest. You can make a ton of content, but if it doesn't suck you in (or it's too long), of course people won't finish it.

      I have a fair amount of free time (if I care to make the time) to play games and I found the same thing with Dragon Age and other games. I never did see the ending of that. As interesting as it was, I got bored with the rinse and repeat battles. Pretty much every aspect of the game was great. I loved the complexity, the story, everything, except some of the battles were poorly balanced and it just took too damn long. I even restarted several times to try out different character builds, classes, etc, but the game dragged so much in the middle/end that I eventually shelved it.

      Take the KOTOR games for example. Maybe those don't quite have the complexity of Dragon Age, but they do offer a ton of customization options for the characters and combat. I've replayed both of them several times because I can get into them and enjoy them, and be done with them in a reasonable amount of time.

      Now consider the Civilization series or similar... There's not even a story, but I've lost probably literally years of my life to those games. Games can potentially take ages to finish, depending on your settings, but everything builds from my decisions and goes at my pace. The decisions can be wonderfully complex, but are still accessible.

      Now that I think about it, it seems to boil down to how you're defining complexity. Character/civilization choices and progression, battles/puzzles/whatever that require thought and effort... these are 'good' complexity, things that make the game interesting and fun. Piles of [essentially meaningless] quests drag out the conclusion until I get bored and give up. Class-specific content and hidden content make me feel like I'm missing out on the game and make it feel like work, unlocking/finding everything. Yeah, I want to feel like I accomplished something by building my character, winning battles, etc. However, if I want to feel like I put in 40 hours to get a pat on the back at the end, I'll get another job.

      Make it fun, interesting, and complex, but let me finish in a reasonable amount of time. If you get slammed because you're not providing enough 'value' to the customers, drop the price. You didn't spend quite as much time and money adding 100 extra 'run here, kill 5 x' quests, so give me that money back. I'll love you for it. I can't be the only one.

      The inane ramblings above are my opinion. If you disagree, by all means reply. I don't need your mod points, but I'm very interested in what people have to say about this stuff.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    16. Re:Wouldn't that be pointless? by socrplayr813 · · Score: 1

      I disagree. If the vast majority of people are only going to play through once, it doesn't necessarily matter if you have extra content, because people will never see the other stuff. That's one way to do it, but it seems like a better way to go would be to get better writers (easier said than done, I know). They can make what quests (or whatever) you do have more believable and interesting, which does much more for me than just knowing that it'll be different if I choose the 'evil' option instead of the 'good' one.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    17. Re:Wouldn't that be pointless? by thePowerOfGrayskull · · Score: 1

      If the overwhelming majority of gamers don't finish the game in the first place, how would replayability help? The problem is that people give up anyway, not that they don't start it once more.

      I think the mistake is int his assumption - that they're giving up. Very likely that they're getting bored. There have only been a couple of games I haven't played through -- Assassin's Creed 1 was one of them. It was a fantastic concept, but in the end you kept doing the same actions the same way ad nauseum. I couldn't bring myself to spend more time on it just to learn how it ended. If that was being monitored, perhaps it would have been interpreted as "too hard" -- after all I stopped playing in the middle of a supposedly difficult mission. In reality I stopped because it wasn't hard enough.

      When a game becomes repetitive, or a simple contest of button mashing skill -- when there's an impression it has nothing more to offer -- people will tend to stop playing it.

    18. Re:Wouldn't that be pointless? by diamondmagic · · Score: 1

      Or take most of the Metroid games, an unmotivated player who likes finishing sidequests will finish Metroid Prime in 50 hours, but can be finished in 5-10 if you know what you are doing and as little as an hour and a half if you are speed running it. And it's a sheer blast, too.

      You know, some of us actually like wandering the world scanning in vain on a pixel hunt (but not too much, though lots of people do, I can't finish anything Final Fantasy, it's too many random encounters, Zelda has just the right formula for most people inclined to adventures I think).

    19. Re:Wouldn't that be pointless? by geminidomino · · Score: 1

      I'm the opposite (or I guess, in the middle).

      I like a little spice in the game mechanics myself, and agree that FF is a little to generic, but for the love of all that's holy, KISS, godammit!

      Back in the Genesis/Sega CD days and into the PSX era, I loved SRPGs. Shining Force, Dark Wizard, and FFT were awesome games (Fire Emblem hadn't come over here yet). Like forks of chess with high-fantasy storylines. Yeah, the mechanics were simplistic at the best of times, but the games were fun.

      Enter the PS2 era and those sadistic bastards at NIS. Disgaea was another great game, but the tweaker-creep in it was a harbinger of a dark future. They started throwing crap like Phantom Brave at us. Here are 400,000 different little tweaks you can make to all your weapons, armor, items, characters, skills, etc.... your soldiers only last 5 rounds before vanishing into the ether again. And to make sure you take full advantage of this wonderful exercise in painful micromanagement, you're going to be outnumbered at least 2:1 in every battle so you can't win otherwise. Here, pay $20 for the strategy guide or sign up for our extensive 2-year degree program.

      Non-Strategy RPGs seem to be going in a direction I'm not crazy about these days too. Mass Effect is the only current-style Bioware game that I enjoyed (sorry, I just didn't find KOTOR that compelling and I passed on ME2 because of the DRM), but it and Fallout had the same problem.

      If you're going to give the player control of his advancement, then, FFS, give him an easy way to undo it. There is nothing more frustrating than finding yourself blocked against a wall because you gimped your build ten levels ago to get past another obstacle only to find that skill never useful again for the rest of the game, and you should have taken this other skill. Ugh. That kind of frustration gets a game put back in the binder forever more.

    20. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      IMO, for a lot of games, it seems to come down to more of an issue of "got sidetracked by real life, then couldn't get back 'into' the game when I had free time again". On top of that, some gamers just buy ALL the good stuff and play a little of each and never finish many of them because there are too many. At the other extreme, it can be a winning strategy to invest in the deeply discounted stuff; four $10 games, but probably one will really click with you and you'll end up spending 50 hours playing it - a net win, but the other three end up as part of the unfinished games statistic.

      I don't game all that much anymore, but I have several great games that've been in my "I should finish this" backlog for ages; for example, I haven't finished the second Katamari, I haven't finished Shadow of the Colossus. At the other extreme, I will occasionally get addicted to a mediocre game and try very hard to finish it. Puzzle games and platformers may drive the player to finish them just because the game is frickin' infuriating; my inner child can still sometimes be goaded into tantrums of "I WILL finish this stupid thing!" Why was I trying so hard to beat a crappy puzzle game when I had an unrolled katamari waiting for me? I have no idea.

    21. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      That's why I stopped playing RPG's and started playing tactics games. Even Ultima V and Wasteland (both from 1988 and considered RPGs) have better battle mechanics than any Final Fantasy. Check if the battles take place on a game board and involve individual character movement. The turn-based battle genre existed well before Square slapped the name "tactics" on it.

    22. Re:Wouldn't that be pointless? by Danse · · Score: 1

      Yeah, I like those types too. I tend towards those, along with skill-based FPS games and some open-world games like Oblivion (plus lots of mods). Of course I also recently got into Just Cause 2 because it's just some ridiculous fun and I can play it for 20 or 30 minutes at a time just to take a break.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    23. Re:Wouldn't that be pointless? by Phoghat · · Score: 1
      As Maraelin says playing a game requires time to explore a lot of choices. Who has the time? I have about 2 hours a day to devote to gaming (at the expense of giving up something else, like reading) and at that rate it would take me maybe a year to complete a game.

      But, I like word games and play Bookworm on the way to work, or a round or 2 of Bejeweled (I guess that's one reason why the App store is so successful).

      I'd like to have the time but just don't

      --
      Think of how stupid the average person is, and realize half of them are stupider than that.
    24. Re:Wouldn't that be pointless? by fractoid · · Score: 1

      That might be why competitive FPS games tend to have more staying power; they're more of a sport than some sort of clever puzzle/timing game.

      Tetris.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    25. Re:Wouldn't that be pointless? by FredFredrickson · · Score: 1

      Spot on- I played fallout 3 for a few hours and then finally just lost interest. Not because the game looked horrible or boring, but that the story line and open world meant this was going to be a real time dedication before I actually got hooked. Whereas other games that pull you in immediately end up taking my focus for weeks at a time. I became addicted to a silly little physics game called fantastic contraption online because the gameplay pulled me in instantly... but with my busy life I don't have the time to wait around until a game catches my fansy..

      You've really summed up my feelings on this

      --
      Belief? Hope? Preference?The Existential Vortex
    26. Re:Wouldn't that be pointless? by Hadlock · · Score: 1

      Please good sir, point me in the direction of the competitive Tetris league. I watched "The King of Kong" but I haven't heard about such a thing for Tetris.

      --
      moox. for a new generation.
    27. Re:Wouldn't that be pointless? by fractoid · · Score: 1

      Competitive was only mentioned in the context of FPS games. Then again, I must stand corrected - Donkey Kong was released in 1980 (shortly before I was born!) whereas Tetris was first adapted from Polyominoes in 1984. Regardless, you only prove my point - competitive FPS and other such 'e-sport' games do have a lot of staying power (witness CounterStrike or StarCraft) but puzzle games can still endure if the game mechanic is good enough.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    28. Re:Wouldn't that be pointless? by Anonymous Coward · · Score: 0

      I played "Halo 1 free trial" for about a hundred hours.
      Game play is simple, terrain is simple (just one rectangular valley), 2 small teams of players, a flag on each side.
      because it was an online game, you played against other players' psychology, you could get them mad by not joining the opponent team and betraying them, etc ...

      I've wondered if I should buy the full version, but the trial version was good enough for me.

      Now if I was Microsoft, I'd think about it, create a low priced version of simple games that mix simple game play with intense player interaction. Maybe even a version that is free to get, then you pay for every month that you use it. I know it goes against common belief, but they should give it a try.

  35. Content by Anonymous Coward · · Score: 0

    Maybe if the games were actually worthwhile, people would play them longer than 5 hours...

    If you give people worthwhile content, story, character development and so on, I'd suspect they'd play it longer. We've had very little games lately with anything remotely similar.

    Don't get me wrong, I like a brainless FPS every now & then as much as the next guy, but I'm craving really meaningful games, like Fallout 1, Arcanum and so on. It's been too long since we've seen similar games. In the meanwhile the industry just pumps out more of the same rebranded shit.

  36. The best games are easy to learn, hard to master. by incognito84 · · Score: 1

    I just finished a multiplayer session with a game called "Warband: Mount&Blade." One of the things I really like about this game is that you can learn everything you need to know about the game in fewer than 30 minutes, however it takes quite a bit of time to become effective in the game.

    If you think about it, most of the insanely popular multiplayer games, spare MMOs are like this. Even the MMO realm, one which I'm really not familiar with, there has been somewhat of a push towards a "keep it simple, stupid" philosophy.

  37. Slashdot needs to get better headlines by Anonymous Coward · · Score: 0

    Gamers want simpler games?
    Really?

    I suppose if you define gamer as anyone that ever picks up a game or casually engages themselves in games then maybe. But I'd describe a 'Gamer' as that 5% that generally does finish the games they purchase.

    I don't describe someone who plays tennis 4 hours a week as a tennis player; instead I'd call them someone who plays tennis, and it is amazing to me that someone describe a person that plays games 4 hours a week as a 'gamer'.

    Of course there is money to be made in dumbing down a product so that the barrier to entry is lower and the gratification gained through playing it is maximized for casual players, but that's how it works with everything. We can see the same effect on numbers through the box office, media, politics, nielsen ratings etc etc etc. Profit is often gained by appealing to the less educated/experienced/skilled in any market (as there are less of those in any market), the more people you can get to purchase your product/believe in your rhetoric/watch the same stories over and over the better a business will do in the short run. But in the long run we see effects that reduce the industry and bureaucracy to the lowest common denominator, which ends up hindering the progression/creativity/design of the field in general.

    Gamer's nor game designers won't benefit from a change like this. Just like students and educators/storytellers didn't benefit from reality tv or the sitcom, and just like philosophers and politicians and society didn't benefit from controlling political bases and polarizing rhetoric.

  38. I think you gave your own answer there by Moraelin · · Score: 4, Insightful

    I think you gave your own answer there. The problem isn't with the number of hours per se, but basically with making a 10 hour game and padding it to 60 with 50 hours of dumb repetitive filler or with boss fights that you need to try 20 times to get to the next chunk of actual story.

    Not all games are automatically that way just because they're 60 hours long. There are a rare few which can stay reasonably interesting. Unfortunately, a lot do just pad it so they can write a big number on the box.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I think you gave your own answer there by Krakhan · · Score: 1

      I think you gave your own answer there. The problem isn't with the number of hours per se, but basically with making a 10 hour game and padding it to 60 with 50 hours of dumb repetitive filler or with boss fights that you need to try 20 times to get to the next chunk of actual story.

      The bolded part is what I felt was a big issue with Final Fantasy XIII to a slightly lesser degree. It seemed like it would have been okay as a 20-25 hour game, but it just dragged on and on for 55 hours.

    2. Re:I think you gave your own answer there by cgenman · · Score: 1

      I'd love to see someone attempt to make a modern 2 hour game on a 30 million budget. I bet it would be amazing, and worth playing through a few dozen times.

      Years ago I became addicted to Strider. That game can be played through in about 30 minutes from end-to-end. But the experience is so much fun and so varied that it is worth playing through again and again.

  39. What? by ledow · · Score: 1

    If you only play a game for 4-5 hours, it's because the game was crap or cheap (i.e. indie, not budget titles) in my opinion. Games should be capable of giving a *LOT* more value for money (in terms of hours entertainment per £/$/Euro) than your average DVD. Any "good" game of mine gets much, much more gameplay than that. It very much depends on the genre, too, and whether you count multiplayer (everyone playing multiplayer on a single-player capable game suggests your AI / missions aren't challenging / interesting / long enough).

    My "Altitude" account is sitting at nearly 50 hours gameplay, and that cost me about $10. That's what you have to compete with. And that's only because I've been making myself put it down and sacrificing my normal Counterstrike time. I've had it for about a month or so and racked up 10 times the "ideal length" of a single-player game in that time, just playing casually. I just bought Master of Magic / Orion again from GOG.com - it's about my fourth time of owning it and I still put in more than 4-5 hours just to *TEST* that the GOG.com version didn't crash or do anything stupid. Some of my other recent purchases got 4-5 hours just to test if the game is something I'd enjoy. I expect small indie games to last anything from 2-5 hours (and usually they do *much* better than that), but a "full-price" game should keep me intrigued for much, much, much longer than that.

    I can barely even name a full-price single-player game in the last few years that has kept me interested for that amount of time, let alone feel justified enough to stump up the cash for it while it's still new. Half-life 2, I suppose - I was still enjoying that right until the end with only minor bouts of boredom when I got lost once or twice, or had to do repetitive load/save/try to survive this time around. Half-life kept me interested for that amount of time too, and I put in many hours on GTA Vice City & San Andreas (single player). Hell, even the original GTA I burned dozens of hours playing through (and never quite "completed" it). Company of Heroes saw a good few hours until it just got stupidly difficult / boring with vastly unfair missions and although I could probably beat it, it was boring by that point - I'd played for 21.8 hrs according to the Steam stats. Crayon Physics, Gish, World of Goo, hell even Peggle has clocked up dozens and dozens of hours on my Steam account.

    Back in the "old" days, I only ever "completed" a single Spectrum game - Nonterraqueous. That was it. And that took the concerted efforts of myself, my brother and father mapping the damn thing on the largest piece of graph paper you've ever seen in your life. We were good at playing it even before we started and it still took longer than 4-5 hours just to do a *single* run through of a silly, old, addictive game. I owned about 250 Spectrum games, probably less than 70% could be "completed" and I completed *1*. It doesn't mean we didn't put in *thousands* of hours into that system though, and that never really had multiplayer at all (Match Day 2, Ace II, Batty, things like that wiled away a few hours or so playing 2-player).

    Age of Empires II? God, I was playing that forever. Settlers, the same. And lots of other "big title" games that I got when they became cheaper. 4-5 hours is nothing to a real gamer. It's nothing to my cousins and kids in the school I work at - they have all completed most of their games and are bored with them by the time they are a week old. But apparently we're constrained in gameplay because of the % of players that never complete a game, or just buy it so they can tell their mates they have it first.

    That's pretty much covered every major genre but still they are all indie games or old games that are renowned as "classics". The stuff that's churned out now, with its community-metric-based gameplay gets dull after an hour or so because "that's what the majority want" - unless it has decent multiplayer. I can't see any of the games that are out now becoming "clas

    1. Re:What? by radish · · Score: 1

      Meh. I want games to be good, measuring their worth by something as trivial as length is a cop out. I don't get paid by my LOC, I don't choose movies by length or books by pagecount, and I don't go to the restaurant which gives the largest portions.

      Quality, not quantity.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

  40. Clearly... by blahplusplus · · Score: 1

    ... they are drawing the wrong conclusions.

    When I was younger I was capable of binge gaming but now that I'm older I have a lot more restraint and I've played so many games that the game has to be astoundingly good for me to keep at it. The problem is that game companies have stopped making really compelling experiences and have focused too much on graphics and not the harder aspect - gameplay.

    I'm certain the large audience that doesn't finish their games _will_ eventually if and when they get around to it, I really doubt they would be pleased when they eventually do get around to it and the find out the rest of the game sucks that would reflect well on their next purchase.

    I really think gamers tend to space their gaming out more as adults it might take adults years to finish single player games for instance but multiplayer they will play more often.

    The truth is game companies have been cutting corners left right and center they need to focus on compelling gameplay, after all that has happened over the last decade I think game developers themselves _don't really understand_ what it is that made their games great, we see umpteen million clones and we see huge entitlement complex's from developers when their game (according to them) "fails" even when it sells a decent amount (over a million).

    I really think developers have to take a seriously hard look at themselves - they are the problem, not the gamers themselves.

  41. Re:Then make games that are fun for more than 4 ho by somersault · · Score: 1

    Mirrors Edge I can agree with, but you enjoyed the single player on MW2? Sheesh.. the multiplayer is definitely fun, but I found the single player way too linear, scripted and contrived feeling for the most part. I used to play a lot of FPSes on PC so I'm not impressed by a lot of the offerings these days.

    If you enjoyed the MW2 single player then I really recommend getting the original Battlefield: Bad Company (not BC2, it was almost as bad as MW2), it has a less linear feeling (though of course it's still very linear), and has a great sense of humour.

    GTA IV I enjoyed but for the damn "friends" texting you all the time to get you to do stuff. Even when you put your phone on silent mode you still get thumbs down from them every so often in the corner. I'm the type of person that likes to overachieve in games so I can't stand that kinda thing.. in GTA games I've always spent a lot of time just roaming the city and having fun, but I don't like the idea that doing that means that when I want to get back to the story I'll have to start going out on mandates and dates with my friends and gfs just to get all the bonuses back. I find it difficult enough to remember to do stuff with my friends in real life without having to keep up with virtual friends too :/ I didn't even complete the game, it's the first GTA that I didn't bother with all the way through, and then play for a few weeks/months more just having fun with the vehicles and exploring for hidden packages etc.

    MGS4 is another game I've stopped playing after a couple of weekends even though I was enjoying it.. it's not so much the length of the game that puts me off, as the length of individual missions. It's not the sort of thing I feel that I can just save halfway through a mission (I can't even remember if you can do this or if you do whether it'll mean you have to re-do portions of the game), so I felt that if I were to play it again I'd need to devote something like a 4 hour session to it..

    --
    which is totally what she said
  42. Shorter isn't necessarily that much cheaper by samael · · Score: 1

    The problem is that the expensive part of the game is usually the engine+art assets. Once you have those, the level design is usually the cheap bit. Making a 5 hour game is still cheaper than a 40 hour game, but not by as much as you'd think...

  43. Piracy by White+Flame · · Score: 1

    How many people who are running it for just 4 or 5 hours a single time are running a legitimate copy?

    Could these numbers point to pirates that wouldn't have bought your game anyway?

    1. Re:Piracy by shird · · Score: 1

      This is a good point - many people treat a pirated version as a 'demo' they only give 4-5 hrs before moving onto something else until they find something worth dedicating their time.

      --
      I.O.U One Sig.
  44. Most absolutely not. by mjwx · · Score: 5, Insightful

    I do not want less complex games.

    Games don't need to be dumber, the average age of a gamer is over 25, we aren't morons so stop treating us like them.

    I like a bit of complexity and puzzle solving in my game, I absolutely hate the hand holding and linear corridors of recent games.

    Complex does not mean harder or longer it means that it is meant to provide a player with a challenge and after that challenge was defeated a feeling of accomplishment

    Anything that could force the player to make hard decisions or challenge them slightly has been removed. Like an inventory system where you had limited space, so you actually have to make difficult choices about what to carry (S.T.A.L.K.E.R. did this to some extent). Near unlimited ammo and and regenerating health have become the Deus Ex Machina of gaming, killing decent game design. At no point do you have to take it easy and plan your moves due to low health, in HL1 if you wasted your rockets you'd find the game difficult if not impossible at some points. Now days, even in HL2 there is an infinite "box-o-rockets" where you engage anything that needs them. Now that's just for game-play, now let me get started on story.

    Here's the story line for the next Gears of Duty game.

    You are a red meat easting, muscle bound, flag waving all American hero (even if you've got a foreign accent but I'll get to that bit later) needless to say, you are 100% good and pure. Your enemy are the evil Nazi, zombie terrorists who want to blow up the White House with a dirty bomb (sound familiar) so they are unambiguously evil in every fashion. You will fight through a mixture of the standard tile sets (urban, jungle snow, desert) which are quite linear (any illusion of openness is optical) whilst never running out of ammo or health until you get to an unimpressive anti-climax where someone hands you a gun and you kill the ultimate Hitler Zombie Alien with one shot in a cinematic perspective. Further more, simply adding a foreign accent to this archetype does not instantly make them foreign. I cringe when I hear the British soldiers in COD as they are just Yanks with cockney accents. I'm sorry but this just doesn't cut it and why I'm glad they've never tried to use Australian characters (Bioshock again, Australia Day is 26/01 (DD/MM) not 01/26 (MM/DD) no Aussie would ever write dates in a yank format)

    Personally I'm sick of it. It's like the publishers don't want me to see anything that could accidentally kick my brain into gear. I remember System Shock 2, you had a love-hate thing with Shodan, the ideas of the many were seductive, you could associate with the logs of the dead crew (Bioshock was a really, really poor copy of SS2's story with the intrigue taken out). Deus Ex where you weren't sure who was on who's side. I've been waiting 10 years for another game that could get my attention and imagination so completely as DX and SS2.

    So yes, give me complexity, a deep involving story and some actual challenging game play. Also ramping up the enemies hit points to make things harder is cheap (Bioshock), design better AI.

    Standard Disclaimer: this is for PC games and consoles pretending to be PC's. Casual games are a different kettle of fish all together.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
    1. Re:Most absolutely not. by GrumblyStuff · · Score: 1

      On the other hand, not every game should cater to packrats like SS2 and DE does. Mind you, I have both of those games installed right now and I enjoy lugging around every bit of trash I can and, man, Deus Ex 2's unified ammo system still chaps my ass.

      I could see how designers would fudge health and ammo amounts to ensure ease of difficulty while maintaining the storyline. I mean, while it's their fault for choosing to base their games on WW2, you can't expect a player to be one of the bullet sponges in a Saving Private Ryan opening. That said, there should be some effort to make it seem like your buddies aren't walking target dummies.

      I like a bit of complexity and puzzle solving in my game, I absolutely hate the hand holding and linear corridors of recent games.

      You know what really gets me? Invisible walls. It's one thing if the game is old and you can see the boundary (Mario 64) but it's another thing entirely if there's just a magical force field preventing you from going further in that direction. It's just laziness.

      I mean, Deus Ex was in a city but it never felt artificially constrained. That was some amazing level design. Hell, even out in the desert and ocean floor, they managed it just fine.

    2. Re:Most absolutely not. by bluesatin · · Score: 2, Interesting

      I think what they're trying to get at is to remove all the rubbish that doesn't need to be in the game, and to a certain extent I agree.

      A lot of my favourite games have been made fairly recently and are short but sweet, the two that stick out in my head being Braid and Portal.

      Sure they're not 'simple' challenge wise, but they keep the aim of the game simple and to the point; not only that but they actually force you to change the way you think. I adore watching people play Braid and Portal just because you can see how they struggle until something finally clicks and they start thinking outside of the box.

    3. Re:Most absolutely not. by mccalli · · Score: 5, Insightful

      Games don't need to be dumber, the average age of a gamer is over 25, we aren't morons so stop treating us like them.

      To me, this is both the conceit and the problem. "I'm older, so I want something more complex". Well, my current favourite game is the pinball machine I've bought, and I'm 38. Games that I play the most are short pick up'n'play things, not long complex involved ones.

      I'm not suggesting games should become less complex, rather that there should be less complex games available. The two of us sound like we're in different markets and that's fine - your choice isn't wrong, neither is mine. However the idea that because you're older you need something more complex and involved - that's an idea I question. It's purely a matter of choice, not age. As a teen I played the excellent Dungeon Master and mapped things out on paper. My current incarnation wouldn't begin to have the time to do that and wouldn't particularly enjoy doing so either - it's not a function of age, it's a function of time and whatever you happen to be enjoying at the time.

      Cheers,
      Ian

    4. Re:Most absolutely not. by Anonymous Coward · · Score: 0

      Yeah I totally agree with you on Bioshock. Way over rated; it really sucked actually. I bought it expecting it to be a Deus Ex killer and there wasnt really anything great about its design, just waves and waves of monsters on set pieces and felt very amature by todays game designs compared to a game like Oblivion where your choices really matter.

    5. Re:Most absolutely not. by V!NCENT · · Score: 1

      intiI _DO_ want less complex games. Games today are full of scripted, B-level grade story-injected gimmick back holes that suck your brain non-interactive awesomeness dull entertainment trash. Still following me?

      OK. I want a game with a simple concept that focusses on mastering agility, reflexes, mathematical insight and insight related to time. Then later dress it up with a theme, story, whatever. But be sure to not tell the story (it was 100 b.c. and our great hero-... not wait... Scrap that shit!) but actually let it take place in that sort of setting and put the pre-lude that no die-hard oldschool gamer will ever care to read in the manual.

      Okey... examples:
      Wipeout Pulse on the PSP. After a little while the grids are filled with gold, gold, gold, gold, gold and so forth. What am I playing instead? The original Wipeout for the PSx, bought through the PSN store (never played it before) and guess what game I prefer to play when I pick up my PSP? You guessed it: the original Wipeout. Why? Because it takes so much practise to master corners and turn-ins that it actually challenges me and I have yet to even complete (let alone win) the tournament on the slowest speed class.

      Then for the FPS die-hards... The remake of GoldenEye 007 for the N64; GoldenEye: Source beta 4. No crosshairs, unless you press shift but it then comes with the penalty (yes, penalty; the gameplay mechanic that is totally forgotten in modern games) of slower movement. Red highlighting of campers, easy to pwn camper spots that you can easily throw a grenade in... etc. That challenges you to predict the spray, which is of course identical to each waepon. It doesn't matter if you find the body armor and get the uber-gun because if there's a pro in front of you he will actually kick your ass because it's the players that decide how the game plays, not the false gameplay mechanics that are 'balanced'. Fsck balanced! However if you pick up the Klobb then your ass will be kicked so you are chalanged to get the bigger gun. The game modes are also unlike the shitpile of FPS games. Instead of capture the flag and all that standards shit you'll actually play something new and interestingly difficult.

      I can continue all day, but the above perfectly illustrates my point.

      So get back to 1998 and give me something challanging instead and let me pwn if I master the input device and punish me for if I do not. Scrap balance, non-interactive scriptedf shit (the only thing that should be scripted are the openinbg and closing of doors.

      The biggest joke of all games must be God of War (each version).

      End of rant. Hopefully someone with an actuall passion for games instead of movies will take my rant as healthy advice and create something worthwile/classic that will not be forgotten just because the latest games have more shaders *ugh*

      --
      Here be signatures
    6. Re:Most absolutely not. by altp · · Score: 1

      I don't want a sense of accomplishment for sitting in front of my TV playing a game. I want to play something to take my mind off the daily tasks that should be giving me a sense of accomplishment.

    7. Re:Most absolutely not. by KDR_11k · · Score: 1

      Complexity means how many factors there are to keep track of and how complex the interactions are, not how hard the game is. Ninja Five-O is hard and gives a sense of accomplishment when you succeed but the mechanics are fairly simple. Meanwhile Pokemon (first example I could think of) games have very complicated stats systems but you can practically beat the singleplayer part just by bashing everything with brute force, not even bothering with elemental attributes.

      Puzzle solving is fine provided it's in a game where puzzles are actually part of what you want, I wouldn't want to solve a puzzle in, say, a Serious Sam game. When puzzles are involved they should also be more than just box pushing or throwing object X on point of interest Y (where Ys are fairly common and the response to seeing one is always to throw X at it, like grapple points in a 3D Zelda game).

      As for saving rare ammo, sure but it tends to lead to more hoarding than makes sense just because the path ahead is unknown and you never know if it's okay to use all your resources on a tight spot or if that'll just screw you over later.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Most absolutely not. by Anonymous Coward · · Score: 0

      I grew up on Atari 2600, Intelevision, NES, SNES, Playstation, PC, etc. I'm 28, been a gamer my whole life just about and got into computers and programming because of it. I can tell you right now that given the choice of playing Call of Duty number umpteen or Boom Blox on the Wii you better believe I'm playing Boom Blox. I enjoy games that are fun, when I'm at home relaxing the last thing I want to be doing is thinking. If I wanted to piss away 60 hours of my life thinking and being stressed out over something stupid I'll put in OT at work. I don't own a PS3 or any XBox, it far from appeals to me because of
      1) cost
      2) playability

      The Wii might not have the best graphics, processing, or be in the same league at all hardware wise with the PS3 or Xbox 360 period, but at the same time its in a league of its own because anyone- including my kids and my parents, can just pick it up and start having fun.

      If I have to learn how to play a game or have some sort of walk through then how is that at all fun?

    9. Re:Most absolutely not. by AndersOSU · · Score: 1

      Anything that could force the player to make hard decisions or challenge them slightly has been removed. Like an inventory system where you had limited space, so you actually have to make difficult choices about what to carry (S.T.A.L.K.E.R. did this to some extent). Near unlimited ammo and and regenerating health have become the Deus Ex Machina of gaming, killing decent game design.

      Agree, to a point. There's a fine line between forcing you to make difficult choices and allowing you to paint yourself into a corner.

      If I don't beat an encounter the right way and use too much ammo, I don't want the next encounter to be impossible. But rather than fine tune the next level to make recovery difficult but possible game designers these days seem to pander and give you what you need on a silver platter. The failure to walk the line between making you work for poor gameplay decisions and screwing you for bad game play decisions seems to be the design flaw that leads to a cascade of further bad design decisions. Take your favorite game, bioshock. Early in the game big daddies were way too hard, so rather than giving you some clever trick to lure them into a trap you shot them 10 times with your pistol, died, and respawned next to an ammo container, went back, shot them 10 more times (their health didn't reset when you died), and repeated about 5 times. I liked bioshock, but the respawn mechanic was shit. Fortunately, by the end of the game you were better equipped to deal with most of the baddies.

    10. Re:Most absolutely not. by AndersOSU · · Score: 1

      Perhaps the real problem is game designers trying to hard to be everything to everyone.

      Some people want to have to work to complete a puzzle so that they feel rewarded at the end of a level, others want to pick up a game and just mindlessly plow through it. The truly masterful games manage to do both (Deus Ex and Half Life), but most just try too hard and end up disappointing everyone.

    11. Re:Most absolutely not. by maugle · · Score: 2, Insightful

      The problem isn't simple games, per se, it's the dumbing down of existing games. For example, what I and many other gamers experienced with Supreme Commander 2.
      I was incredibly eager for a sequel to Supreme Commander, which itself was the successor to Total Annihilation, which was one of the best strategy games ever. Then, I started hearing the rumors. That it was designed to appeal to a wider audience (red flag), then that maps would be smaller, games faster, and graphics more cartoony (warning!), that it was going to be get rid of the build system and economy of its predecessors (Danger! Danger!), and - the killing blow - that it was going to be simultaneously released for Xbox360 (Crappy console RTS confirmed! Avoid at all costs!).

      They took a much-loved, if a bit niche, series and murdered it for the sake of being more "mainstream". That's what pisses off most gamers when they hear the words "casual" and "simple". Imagine if they only started producing pinball machines with one huge flipper, because the majority of people thought that managing multiple flippers was "too hard".

    12. Re:Most absolutely not. by secretcurse · · Score: 1

      I absolutely agree. Every now and again I'll devote several hours to complete a long game, but I just don't have the time on my hands that I did when I was in college or before. Hell, I haven't even gotten around to beating New Super Mario Bros Wii and I got it about a week after release. That game isn't technically challenging. I'm just not in the mood to play it very often. I'll eventually get around to beating it, but I'm just not obsessed with beating every game and then going back and finding every secret like I was when I was a younger.

      --
      I'm using all of my mod points to mod ancient memes down. Please join me.
    13. Re:Most absolutely not. by Hellpop · · Score: 1

      What I want is MORE TIME to play the games, not simpler games.

      --
      "People are stupid; given proper motivation, almost anyone will believe almost anything."
    14. Re:Most absolutely not. by Syberz · · Score: 1

      I'd love to see some actual market research with a wide pool of gamers, not just 1000-2000 respondants to see what the trend is.

      Some want long and immersive games because they don't have ADD and only buy 2 or 3 games a year and they want them to last.

      Others are quite happy with playing something for 5 hours and then moving on or playing in quick bursts.

      Just like music, we need many different kinds of games to suit many different types of customers.

      --
      ~Syberz
    15. Re:Most absolutely not. by Jiro · · Score: 1

      I played the first Pokemon game about a year ago (luckily the battery held out, since the game is pretty old). I'm an adult and I have some qualms about playing any more Pokemon after that. Not because Pokemon is kid stuff; the cartoon is kids' stuff but the games are more tolerable for all ages.

      But because Pokemon so highly depends on looking up guidebooks, figuring out how to optimize your party with inadequate information, knowing things like that a particular Pokemon gets a particular attack at level 50, knowing intricacies about the level up system (did you know that your Pokemon gain stats differently depending on what they fight to level up?), etc. Later games get a lot worse, with things like rules for gaining attacks when breeding Pokemon, Pokemon that evolve under obscure circumstances you can't guess, or that only appear at certain times on the real time clock, etc.

      In other words, it's complex. And complex, here, is bad. I can just imagine someone starting a newer game in this series and having to figure out "you get this Pokemon by fishing on one out of several hundred randomly chosen tiles, then find the right Pokemon, and feed it a particular stat increasing item many times while making sure it doesn't have the stat which makes the stat-increasing items useless, then let it evolve".

    16. Re:Most absolutely not. by Dr_Terminus · · Score: 1

      I wholly agree. I read this Out of This World retrospective the other day (http://www.eurogamer.net/articles/another-world-retrospective), and it really opened my eyes how differently games are made now.

      I remember playing Out of This World back in the day, and dying A LOT. That game was really really tough, especially for a 12 year old, or whatever I was back then. But when you got somewhere, it was really rewarding... even if you had to work at it a while. There was no 'Tutorial' level where it guided you through 'press blah to jump', 'hold your fire button for a forcefield', etc. There was no arrow showing you where you need to go next. Your 'buddy' never had to yell 'Cover Me!' for the player to understand that he needed protection. Everything you learned in the game, you learned on the fly...

    17. Re:Most absolutely not. by Anonymous Coward · · Score: 0

      I'm 25 and the game I play the most is a Neo Geo collection for PSP. I'm in college and work full time, my life is complicated enough as it is, I don't need some epic game full of quests and shit that is going to take me months to finish. I have yet to finish Metal Gear Solid 4 because I just can't stand to sit and play long enough to make any real progress. I think that these longer games could keep our attention more if they broke up achievements into let's say one hour chunks. So you can sit down, play for and hour and feel like you've accomplished something other than making to a new map.

      This is similar to TV. I get hooked on certain shows like The Shield, Battlestar Galactica, Lost, Nip/Tuck, Dexter etc. These shows are an hour each, but for the most part, there's something substantial happening each episode, and I don't feel as if I've wasted my time after an hour. These shows can hold my attention for season after season because of this.

      Currently, I feel like most long games are like crappy soap operas. You have to watch at least 4-6 episodes to get anywhere(or 4-6 hours of gameplay) and if you walk away for too long, you've got to start all over.

      The last game I finished was Left 4 Dead 2, which I feel does a good job of breaking up the game into playable chunks. You can sit down, play from one safe house to the next, then break off for whatever is going on IRL without feeling like you've just been killing time.

      I don't play RPGs for similar reasons. You have to spend hours upon hours building a character, and if anything happens that diverts your attention for too long, all your friends have leveled up far beyond you and it just isn't fun anymore. Multiplayer games like Team Fortress 2 suit my lifestyle better, because I can pick them up at any time, pick a class and go at it.

    18. Re:Most absolutely not. by Hatta · · Score: 1

      "I'm older, so I want something more complex". Well, my current favourite game is the pinball machine I've bought, and I'm 38.

      Pinball isn't complex? You're dealing with real, honest to god laws of physics, with sensitive dependence on initial conditions. Sure you can just walk up and play a pinball machine, but you'll never, ever complete it. Getting good at pinball, or Galaga, or Robotron 2084 will take years, not weeks or months.

      --
      Give me Classic Slashdot or give me death!
    19. Re:Most absolutely not. by IronChef · · Score: 1

      At no point do you have to take it easy and plan your moves due to low health, in HL1 if you wasted your rockets you'd find the game difficult if not impossible at some points. Now days, even in HL2 there is an infinite "box-o-rockets" where you engage anything that needs them.

      You seriously want games that will let you paint yourself into a corner? Like, run out of rockets when you need them, and you have to reload a save... or start over if you don't have an appropriate save to return to?

      "Don't make mistakes OR ELSE" has kind of fallen out of favor as a game design method. I don't think that most people who play games miss it, either. And as someone who works in games, I can tell you... don't hold your breath waiting for it to come back.

    20. Re:Most absolutely not. by IronChef · · Score: 1

      To me, this is both the conceit and the problem. "I'm older, so I want something more complex". Well, my current favourite game is the pinball machine I've bought, and I'm 38.

      Which game did you get, and are you on RGP? :)

    21. Re:Most absolutely not. by mccalli · · Score: 1

      Which game did you get, and are you on RGP?

      Surf'N'Safari. Your classic fun for all the family - artwork passes the wife'n'children test (in fact my wife was co-conspiritor in getting the game rather than someone I had to convince), game is fun and hard to do well on without being absolutely killer difficulty. All this and James Earl Jones starring as a shades-wearing alligator and telling me the Whirlpool Millions Are Lit in as cheesy an accent as you can imagine. Who can resist?

      Am occasionally on rgp, though that's got to be the highest volume usenet group left on the whole of usenet I would have thought. Had fantastic help from the group - had a problem with the auxiliary sound board, one guy just posted his phone number up there to help me through it.

      Cheers,
      Ian

    22. Re:Most absolutely not. by Anonymous Coward · · Score: 0

      Check out antisocialfatman on youtube, I have a feeling you would really enjoy his video game reviews.

    23. Re:Most absolutely not. by MrBigInThePants · · Score: 1

      I think this is a straw man.

      The argument is not that all games should be open ended RPGs? It is that the previously very open ended RPGs are becoming more scripted leading to a severe lack of games for these people. (of which I am one)

      As the pinball wizard you would not be interested in either game I would be picking?

      My example would be dragons age: origins. I bought it thinking it was an RPG and had high hopes for it because it was being talked about all over the place. I just assumed it was a great, epic RPG.

      Actually it was just an interactive movie and I am not even sure I will bother finishing it. My only solace is that I bought it second hand and did not directly remunerate the company that made it. Small comfort.

      I am glad you enjoy pinball, I loved pinball but was never that great at it. :) But I LOVED morrowwind. I loved oblivion also and think some people here are being unfair to that game. GTA. Infamous. Red faction. etc.

    24. Re:Most absolutely not. by IronChef · · Score: 1

      Congrats on your first game. I needed to make sure you were aware of RGP, as you have learned it can be a fantastic resource.

      Make space for another pin... It's addictive!

    25. Re:Most absolutely not. by basscomm · · Score: 3, Insightful

      I played the first Pokemon game about a year ago (luckily the battery held out, since the game is pretty old). I'm an adult and I have some qualms about playing any more Pokemon after that. Not because Pokemon is kid stuff; the cartoon is kids' stuff but the games are more tolerable for all ages.

      But because Pokemon so highly depends on looking up guidebooks, figuring out how to optimize your party with inadequate information, knowing things like that a particular Pokemon gets a particular attack at level 50, knowing intricacies about the level up system (did you know that your Pokemon gain stats differently depending on what they fight to level up?), etc. Later games get a lot worse, with things like rules for gaining attacks when breeding Pokemon, Pokemon that evolve under obscure circumstances you can't guess, or that only appear at certain times on the real time clock, etc.

      In other words, it's complex. And complex, here, is bad. I can just imagine someone starting a newer game in this series and having to figure out "you get this Pokemon by fishing on one out of several hundred randomly chosen tiles, then find the right Pokemon, and feed it a particular stat increasing item many times while making sure it doesn't have the stat which makes the stat-increasing items useless, then let it evolve".

      That's the thing about the Pokémon games. Yeah, you can look up and wade through stats until your eyes go crossed, research gameplay mechanics, delve into the mysterious 'effort values', try to figure out egg groups and chain breeding to transfer a rare/useful move to the offspring, and find the 'correct' nature to min-max your monsters, but all of that's totally optional. You can have a perfectly good time going through the game, collecting monsters to build a well-balanced team, being pleasantly surprised when your level 49 Staraptor learns Brave Bird (and reacting accordingly instead of planning for it), trading with friends, and generally enjoying the story (such as it is). That's one of the great things about the game: it caters both to the 'pick up and play' types and the people who obsess over every statistic and spend hours min-maxing.

      --
      http://crummysocks.com
    26. Re:Most absolutely not. by Anonymous Coward · · Score: 0

      i agree, it is very much a matter of subjective taste. it's already been posted, but i explicitly agree with the sentiment that games aren't marketed very concisely -- under the pressure to make more money, they are marketed to everyone, so no one has a very accurate idea of what the game is actually like. which inevitably leads the majority to be surprised and/or disappointed when/if they play the thing.

      i personally would kill to see storylines deeper than "are you a bad enough dude to rescue the president's daughter?!". for cereal. for serizzle buhdizzle, my nizzle.

      and i would appreciate it if game companies would understand that i don't appreciate the wii fit crowd diluting and polluting my escapism with their mundanity =)

    27. Re:Most absolutely not. by Pentium100 · · Score: 1

      Games don't need to be dumber, the average age of a gamer is over 25, we aren't morons so stop treating us like them. ...
      in HL1 if you wasted your rockets you'd find the game difficult if not impossible at some points. Now days, even in HL2 there is an infinite "box-o-rockets" where you engage anything that needs them.

      However, this average 25yo gamer probably has a job and/or other things to do with his time that are more important, which means that games get less time than if the gamer was a kid who could spend all day in front of the PC or TV every day after school.

      Which means that forcing the gamer to redo huge parts of the game is more likely to result in the gamer abandoning the game, which leads to the "box-o-rockets", which is not the ideal solution but it is better than having the player not use the rocket launcher unless he was absolutely sure that this is the spot where the rocket launcher is needed.

      On a side note, while limited inventory space is realistic, if you do that then also make dropped items not disappear, so I can come back to pick them up later (in open type games). SS2 had it right. Also, SS2 had the ammunition inventory right, or at least almost right - you can carry however many bullets you want and the energy guns are rechargeable, but probably made by Apple - you cannot swap the battery). Stalker had it even better - the ammunition has weight and you can only carry a limited amount, but nothing forbids you from carrying 30kg of one type of round.
      Other games (DeusEx for example) have

    28. Re:Most absolutely not. by mjwx · · Score: 1

      I think what they're trying to get at is to remove all the rubbish that doesn't need to be in the game, and to a certain extent I agree.

      Nope,

      Whilst I agree with your point, their point is to dumb down the game to the lowest common denominator. They aren't talking about game length or flight simulators that take up 102 keys on the Keyboard, they are talking about average games and how a small subset of the audience does not have the brain power or attention span to comprehend semi complex ideas.

      A lot of my favourite games have been made fairly recently and are short but sweet, the two that stick out in my head being Braid and Portal.

      As I said in my OP, complex does not mean longer or harder. I've never played braid but portal is complex, it requires some puzzle solving and gets you brain thinking about other ideas like: how did this happen?, Where am I?, who are these people? and who wrote all this stuff on the walls. That game completely captures your imagination and has plenty to find if you explore.

      More Portal and less Halo/COD clones is exactly what I'm talking about. Portal easily had more content in it then Modern Warfare 1 and 2 put together, the simple fact that I've replayed it is indicative of this.

      Now I've known people who have thrown down Portal in a fit of rage because it was "too hard" and they wanted to play a "real game", so they went back to button mashing in COD and yelling cockslap into their headsets. This should not be considered the height of the audience's intelligence. I dont mind the odd shootem up, in fact I quite enjoy the odd session of Bad Company online but it is by no means the benchmark for gaming.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    29. Re:Most absolutely not. by mjwx · · Score: 1

      You seriously want games that will let you paint yourself into a corner?

      In a word, yes. If I do things stupidly I expect the game to react negatively, if I do things smartly I expect the game to react positively (reward me). S.T.A.L.K.E.R. is again, a good example that if I did things right early in the game it would be easier later on, OTOH, the game was difficult but passable if I didn't do thing right early on (get new weapons/armour, waste ammo, ETC...). I had to plan my moves as night time was dangerous on many maps so I did missions during the day. It's not as if this this was hidden from you, the game expressly told you on several occasions (not just in the manual and tutorial either) and after that you have to be certifiably retarded not to figure it out by being out and about at night.

      "Don't make mistakes OR ELSE"

      You've never played HL have you.

      Unfortunately not only has the always unpopular "zero mistakes" method fallen out of favour the "Dont make mistakes OR THINGS WILL BE HARDER" and "Dont make mistakes AND THE GAME WILL REWARD YOU" have also fallen out of favour.

      Now days the current thought of game design is "Don't worry about anything, PAT, PAT, you wont have to think, take risks or overcome challenges". There is no real reward in doing things that are easy.

      and you have to reload a save... or start over if you don't have an appropriate save to return to?

      You're not even 15 yet are you? Any experienced gamer learns to make historical saves. After 20 years I have an innate sense of where is a good place to make a historical save.

      I do not want the entire game handed to me on a platter, there's just no fun in that.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    30. Re:Most absolutely not. by mjwx · · Score: 1

      To me, this is both the conceit and the problem. "I'm older, so I want something more complex".

      The thing is that's not what I said, what I said is that "I'm capable of thinking, stop assuming I need the game handed to me on a platter".

      Pinball requires good reflexes, a keen eye and the ability to rapidly project trajectories in your head. This is not a simple game along the lines of COD or Bioshock where you realistically would never die and never had to solve puzzles. This is what I mean by complex games don't need to be longer or harder to be more complex, if you put a "leet" halo player in front of Tetris he'll rage throw the KB in 12 seconds flat. I spent hours at a time playing that game on the NES.

      I'm not suggesting games should become less complex, rather that there should be less complex games available.

      Strictly speaking, I don't disagree with you. My problem is that less complex game, or as I prefer dumbed down games are not only becoming the norm and the benchmark but also the high point of gaming. This means something is going terribly wrong.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  45. Completion .... by unity100 · · Score: 4, Insightful

    why should a game have a completion. why it should have an ending. and why the hell do we have to see them ?

    games used to be played for the entertainment they induced WHILE they were being played. they werent some struggle that we would get rewarded in the end. really, WHAT can you do possibly to reward a player, after forcing him/her to go through a lot of arduous 'challenges' over 30-50 hours average in a game ? have him/her laid ?

    increasingly after the mid 90s, games were made to give 'challenges'. some screwed up corporate engineering wisdom that is probably centered around usa (they are very obsessed with 'challenge' and 'success' as a culture) made games more and more synonymous with the words 'challenge' and 'success'. and, the value of the game started to be evaluated around how much 'play time' it offered. culmination of this has been world of warcraft. endles cycle off challenges and successes. an ultimate success (boss) in the end, refreshing every 6-12 months.

    games became stuff that subjected the player to arduous work towards interim or ultimate objectives. the enjoyment was considered as progressing through those objectives. the fun while doing that, was discarded and made synonymous with the progression and struggle. also, 'better' graphics, 'cooler' sounds came with the package as additions, with technology. it was thought this was the way.

    then wii came. it bitchslapped the exceedingly corporatized and industrialized gaming sector. simple, concentrating on actual continuous play fun rather than progression and objectives, it brought fun back into the games. 5 year olds as well as 80 year olds started gaming, along with the hardcore gamer who was supposed to be toiling his/her life away during progression/challenge runs in between objectives. entire game industry was stupefied, and instantly they started to imitate left and right. even world of warcraft was softened, the grind lessened and game was made more fluid, along with added 'fun' elements which you could experience during the gameplay, instead of interim objectives. all the games and platforms took their share from the new wave. even mass effect 2 was simplified (maybe unnecessarily and maybe too far). the simplicity and actual playtime fun of games were brought back from the indie game circle they have been pushed to.

    was it too hard to understand that, people who worked or studied during their weekday time, would not like to repeat the same thing again, in a game, which they were supposedly to have fun ? if you ask me, it doesnt take 2 brain cells. but, it happened. im tying it to the exceedingly vocal minority that is present in gaming crowd on the net, ie 'achievement deranged' crowd, along with the increasingly corporate engineer nature of gaming companies.

    games need to be designed with a childish mind, not a corporate engineer mind. for, games are not going to be sold to vendors, or marketed to government officials or corporate bigwigs in order to strike juicy deals. games are going to be sold to the man in the street for entertainment. its about human nature. its about human nature that comes into being while wearing pajamas at 20.00 in the still of one's own living room. you cant understand it in a corporate environment with a corporate mind.

    well, anyway, here we are now; wii bitchslapped the industry, and they all jumped in the bandwagon. we will see how many of them will succeed in understanding.

    1. Re:Completion .... by dingen · · Score: 1

      why should a game have a completion. why it should have an ending. and why the hell do we have to see them ?

      Because some games tell a story.

      --
      Pretty good is actually pretty bad.
    2. Re:Completion .... by mikael_j · · Score: 1

      I've been playing World of Warcraft for quite some time but I actually quit for a while when The Burning Crusade first came out because I just wasn't ready for another round of grind-a-thon just so I could get to the more fun parts, I did pick it up again after the recent "casualization" of the game, in my opinion they still have a bit to go before it becomes fun to level new characters when you already have a couple of characters at the level cap, it's bearable if it's on the same server since you can have your main character "donate" a couple of thousand gold to the new character (or let some guild mate tag along to make leveling faster and easier) but on a brand new server you're still stuck grinding away for countless hours (it doesn't exactly feel shorter when you've already battled your way through "ganklethorn vale" three times and find yourself there for the fourth time).

      I suppose what I feel is missing from World of Warcraft is some kind of mechanism that lets you level alt characters faster, at least through levels 1-30 since these are very much "get to know the game and the world" levels, once you've been through it a couple of times there isn't much sense in spending many long hours trudging through that (I still the player should have to play through them, just not as slowly as someone who's created his/her first character). And yes, I am aware of heirloom items but they don't really give that much of a boost, maybe 5-10% faster leveling at best.

      I suspect any actions like this on Blizzard's part are likely to provoke a violent reaction from the "teenage hardcore raider" segment of players though, they complain about anything and everything but they seem to especially dislike any changes to the game that detracts from their "leetness" (despite the fact that getting good all blue + purple gear doesn't really require any kind of extraordinary skill, you can just substitute some gameplay basics and lots of time).

      --
      Greylisting is to SMTP as NAT is to IPv4
    3. Re:Completion .... by GrumblyStuff · · Score: 1

      Now if "achievements" would go the fuck away.

      Yeah, ok, have high scores. I don't think I need a pat on the back when I beat a game or if I stumbled up every zone by being naturally curious. Beating a game should be its own reward. If there's no storyline to end, then high scores. What's the point of anything else?

      It's like those fucking stuffed crust pizzas. IT'S JUST FUCKING CHEESE JUST LIKE WHAT'S ALL OVER THE REST OF THE GOD DAMN PIZZA.

      FUCK.

    4. Re:Completion .... by unity100 · · Score: 1

      there were countless games telling a story without being boring or tedious while playing.

    5. Re:Completion .... by dingen · · Score: 1

      There are still lots of games telling a story without being boring or tedious while playing.

      But that's besides the point. You ask why games should have a completition, and an ending people would like to see. The answer is: the story that's being told in the game.

      Stories are linear. They have a beginning, they have an end. Games telling a story are bound by these things. It doesn't mean every segment in the game should be linear or that games with a story shouldn't be replayable. There are quite a few non-boring, non-tedious, non-linear and replayable games out there. But they still have a beginning and an end, because of the story being told.

      --
      Pretty good is actually pretty bad.
    6. Re:Completion .... by unity100 · · Score: 1

      you are forgetting multiple choice - multiple ending storylines and open ended games. and a game having an ending does not necessarily get mandated by existence of a storyline. just check x3 terran conflict

    7. Re:Completion .... by Anonymous Coward · · Score: 1, Interesting

      As an older gamer, I find I'm unwilling to invest the time to learn vastly-complicated amounts of keyboard commands, keep track of mountains of inventory, and go through all sorts of arcane an counter-intuitive actions to complete a goal.
      I recall looking at a copy of a contempory-warfare jet sim, and realizing there were something like 5 pages of keyboard commands.... Too much for my creaky old brain.

      That's why I've typically liked WWII sims, the weapons are straightforward and in online games it becomes a matter of tactics and individual skill.

      I'd love to see a really "open" RPG with a first-person POV and realistic combat. I thought Morrowind was great fun; it's primary failing being that once you started to obtain some serious skill levels and toys, you became almost godlike.

    8. Re:Completion .... by Requiem18th · · Score: 1

      then wii came. it bitchslapped the exceedingly corporatized and industrialized gaming sector.

      That's a funny statement, inst the Wii the most DRM'd and locked down console? How many games it has that live up to SNES standars of fun?

      * Megaman 10
      * ?

      Ok I'm sure there are more but the majority of the minigames in the Wii make it feel like an overpriced stationary cellphone.

      --
      But... the future refused to change.
    9. Re:Completion .... by Anonymous Coward · · Score: 0

      Stuffed crust pizza isn't just cheese like the rest of the pizza, it's rubbery disgusting shit.

      Also, achievements aren't just about knowing you accomplished something in a video game, it's so all your friends know, too.

    10. Re:Completion .... by Anonymous Coward · · Score: 0

      > 'challenges'. some screwed up corporate engineering wisdom that is probably centered around usa (they are very obsessed with 'challenge' and 'success' as a culture)

      Wow. You've somehow managed to get the east vs west cultures completely opposite to reality. Possibly you're just unaware of the games played in Japan and South Korea - RPGs and MMOs based on endless grinding. (or on the opposite extreme type of skill, curtain fire shoot 'em ups and murderously fast rhythm games and puzzle games; see youtube for scary examples). But then, those games aren't popular in the north america or the EU bloc, so much so that many of them are never even released there. But still, I would expect you to have at least heard the occasional "asian teen dies in net cafe during 80 hour gaming binge" story. It's sure as hell not WoW or Farmville they were playing.

    11. Re:Completion .... by brkello · · Score: 1

      First, learn how to capitalize the beginning of your sentences.

      Second, the whole premise of your tirade is a load of crap. Tons of games had endings in the past. The main difference is that games back then were so hard that you didn't get to see the ending of a lot of them without the help of a strategy guide or cheat codes.

      Someone may go back and play some simple game over and over again, but do they remember anything? When you play a game with an ending, particularly if it is challenging or has an engaging story, you enjoy it and feel like you accomplished it. Games without story give you a high score...ooh, and now you can share that high score on Facebook! How memorable.

      Now I am not trying to say games without endings aren't fun, I am just saying that endings have always been an important part of many games, and I don't know how you forgot that.

      And I have no clue where you get your weird idea that things need to be made with a childish mind. Making a game is hard. Making a game fun for the most number of people as possible is even harder. Just like anything, you can create a process to make quality games. Look at Blizzard, I don't see a childish mindset from them. I see a corporation that cares about their product and makes sure the thing is great before it releases it.

      You are one of those people who thinks they know what they are talking about when you have no real experience in the industry. I thank reality that people like you don't make games because your games would suck.

      --
      Support a great indie game: http://www.abaddon360.com
    12. Re:Completion .... by unity100 · · Score: 1

      it happens in any country.

      the 'grind' is built into the eastern culture. but, because it is a part of everyday culture, they are not leaving out the fun factor in anything. just like their own life. in the west however, the needs and wants of the individuals and the aspirations of the culture do not match.

    13. Re:Completion .... by unity100 · · Score: 1

      First, learn how to capitalize the beginning of your sentences.

      dont read if you dont want to.

    14. Re:Completion .... by unity100 · · Score: 1

      simplicity.

    15. Re:Completion .... by Anonymous Coward · · Score: 0

      >Because some games tell a story.

      Indeed, OP seems to be forgetting Pac-Man, Donkey Kong, etc. which did not have endings at all. Endings were QUITE a novelty in the mid-1980's.

      Besides, wasn't there an article about a kid who played Asteroids for 50 hours straight? Either you can do it, or you can't. That's where the "challenge" part comes from. It's discrete.

  46. Re:As if quantity of content is its only measure.. by Com2Kid · · Score: 3, Insightful

    Yah umm, screw oblivion.

    The first time I tried to kill the council of mages (or whatever they are called) and failed (they are invincible!) I dropped the game and gave up.

    Open world my arse.

    Oblivion is far too SIMPLE. Combat is simple, the storyline is linear and simple, and the promised "multiple paths" are only in terms of limited scripted events. Ooh I can be an evil bad ass if I do what the brotherhood of assassins (or again, whatever they are called, its been awhile) says I do. SCREW THAT. What if I want to jack all of them up? Oh can't do that, not in the script.

    Fooie.

  47. fuck no.. by Anonymous Coward · · Score: 0

    i want all quake players united! but not in fucking QL they have castrated MG which makes it almost impossible for noobs to learn to aim properly...

    but we don't really need other/new games... except you are a casual gamer who consumes all kind of crap..

    1. Re:fuck no.. by minasoko · · Score: 1

      i want all quake players united! but not in fucking QL they have castrated MG which makes it almost impossible for noobs to learn to aim properly...

      Offtopic, but I'm curious.
      I play QL a lot and I thought I was aware of the changes to the weapons over Q3, but what's changed about the MG?
      5 damage per shot and a maximum of 50 damage per second. Hasn't it always been that way? Edumacate me!

  48. I want game prices to go down by luke_z3 · · Score: 1

    I don't want games simplified or made more complex just because some developer(s) want a large user base. I want prices to not be fixed at some number just because it's what people are willing to spend.

    I have no problem paying $60 for a *good* game, but I'd buy more games if they were cheaper upon release (I probably average 3 or 4 new console games a year).

    I'm on the fence about in-game ads. As long as they don't get in my way of playing and enjoying the game, I'm mostly OK with it. The issue I have is that I don't want to still have to pay the same amount as a game without ads. I know I'd rather pay less if I saw some Mountain Dew ads on a virtual billboard or heard them on the radio of a car I'm stealing in GTA. Perhaps the next Assassin's Creed could have the merchants and townsfolk talk about how great their new pair of running shoes are - and maybe I'll have the pleasure of breaking their legs and killing them as an interrogation mission.

  49. Re:Then make games that are fun for more than 4 ho by Anonymous Coward · · Score: 0

    Mass Effect? 40 hours? Easy? Deep? What the fuck are you smoking?!

  50. I don't want simpler games; just shorter ones. by Wordplay · · Score: 1

    My problem isn't the complexity of a game--I can and do enjoy very complex games. But I simply won't realistically put more than 20 hours into a game, and more realistically, 10-15 max. My favorite--and finished--games have all been short and relatively intense, like Riddick or Portal, or Call of Duty MW2's campaign. I'll go longer if the game has fresh humor all the way through; I even finished the remake of Bard's Tale, which was otherwise a total grind. It was just so damned funny that it made it worth it. Ditto the Penny Arcade games.

    The one exception, for me, is an exceptionally fun multiplayer game. That I'll play for 50+ hours, at least over time. But it's not quite the same experience, at least usually.

    I still buy most A-list games, because I enjoy the time I do put in. But I wish I could get some of that thrill of resolution in more of them. As it is, it's like watching 1/3 of a movie--fine if it's a really good movie, but still kind of unsatisfying.

    1. Re:I don't want simpler games; just shorter ones. by shird · · Score: 1

      Bad company 2, modern warefare and portal are some of the best games I've played. The main reason being I was able to complete them in a reasonable time without the feeling of having wasted my life.

      I recommended BC2 to someone recently. I used the argument that I actually bothered to finish it as evidence the game was worth playing.

      I don't play multiplayer games at all, I am too old and couldn't be bothered wasting my time only to lose. Spending hours on a game only to lose or without any sense of achievement is pretty depressing.

      --
      I.O.U One Sig.
    2. Re:I don't want simpler games; just shorter ones. by imakemusic · · Score: 1

      Well, if its achievement you want then I think I might have the game for you.

      --
      Brain surgery - it's not rocket science!
    3. Re:I don't want simpler games; just shorter ones. by redscare2k4 · · Score: 1

      I disagree. By the time you finish the SP campaing of latest MWs and similar games it's like WTF?? This is already ended???

      Many times I start playing a game, get bored mid-way, leave it installed and untouched for 3 months, then one day I feel like "hey, lets finish that Bioshock 2". And I go back and finish it. I mostly blame it on games being too repetitive and not engaging enough, not on games being long/complex.

      For example, I bought Deus Ex as a steam offer for 2.5€. And played it to completion (23h, but that's cos I already knew the game). That game has you glued to the computer till you finish it, even if you already know the story. So it's definitely not a problem of games being too long (or at least not for me).

  51. Right by SmallFurryCreature · · Score: 2, Interesting

    How is the weather on your planet?

    Because games have becoming shorter and shorter. Have they become cheaper?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

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

      On which planet does one have becoming?

  52. I just want one huge cut scene! by Anonymous Coward · · Score: 0

    You could even change the medium from PCs and consoles to something like TV. Or maybe have large, public TVs with rows of seats and reasonably priced food and beverages to enjoy while watching.

    That is SURE to improve the quality of the entertainment!

  53. What games? What statistics? by SmallFurryCreature · · Score: 4, Insightful

    A movie has a running length of 120 minutes, but everybody leaves at 115 minutes when the credits start rolling. Conclusion: People want movies to be shorter.

    Eh, no. They just don't want to sit through 5 minutes of credits.

    People watch commercial TV. Conclusion: People want to watch ads every 5 minutes and overlayed on the program.

    Eh no. That is just what people have to put up with.

    Statistics and user figures are very easy to misinterpret. Would you take the vcr action recordings of someone watching a porn movie and apply them on how to make a regular movie?

    So why apply the actions of a console beat-em-up to a RPG?

    There are some games that are big for the sake of being big. Some beat-em-up is coming out, that was reviewed as having even more characters as before. So if I don't play all of their piss-poor story lines, I haven't finished the game? What if a path through an RPG doesn't appeal to me? I never bother with the evil path. Does that mean I am recorded as only playing through half of the game? I enjoyed F1 games in the past, but only with one did I do a complete realistic season (Grand Prix Legends). What if I don't do the game on nightmare mode or for that matter easy mode? What if I cheat to go straight to nightmare mode (another reason consoles suck donkey balls, locked difficulties)?

    Yes of course there are people who look at an RPG and complain it takes 60 hours. So? Then that game is not for them. Because if you shorten it to 5 hours you ruin it for all your customers who love a 60 hour game.

    Here is a simple sales man trick. Concentrate on selling to people who are buying. People who are not buying will always find another reason not to. But people who are buying, need only 1 to become part of them.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  54. Re:Then make games that are fun for more than 4 ho by IamTheRealMike · · Score: 1

    Sure, it was great fun. I just finished it last week actually. Yes, completely linear and contrived, but that's OK - there's enough scope for some minimal strategy and skill, whilst still being scripted enough to give you the cinematic Bond feel. The snowmobile mission in particular was awesome. But if MW2 had been 5x as long, I'd probably not have been able to finish it - too intense for too long, and besides they'd have run out of ideas.

  55. Easier Learning Curves Not Oversimplified Games by oakwine · · Score: 1

    This analysis is wrong. Lies, damn lies, and statistics. Complexity, game length, and difficulty are not the problems. Good tutorials, a learning stage in the game, and consistent smooth increase of difficulty are what are often missing. The best game reward that will keep players coming back for more is the growing realization that "hey, I'm getting good at this!" They cannot have that reward unless there is something to get good at! Look at the most successful game franchises, consistent money makers for the developers and publishers over the years. Go ye and do likewise and ye shall be rich and famous. The "vocal minority on the forums" is of concern. All of us have seen games become focused on a tiny minority of the players. All too many games. There may be 5% of the players involved in PvP, but the entire game gets rebalanced for PvP, the ordinary casual PvE players and new players completely forgotten. Completely forgotten until sales evaporate and the casual players pack it in and leave; and by then it is often too late to ever restore the player base. All of us can fill pages with examples and anecdotes of the downfall and demise of this or that game.

  56. Re:Then make games that are fun for more than 4 ho by eeCyaJ · · Score: 1

    It can be a 40 hour playthrough, at least, depending on whether you go after every little side mission (and... organise your weapons / armour). 'Easy' depends on the difficulty you set and how you play your games usually. The story's pretty entertaining and the depth of the lore in the game could make it seem deep, I suppose.

  57. Diversity not simplicity by Anonymous Coward · · Score: 0

    I don't want more "simpler" games.

    I want to see some diversity - games these days seem so skewed towards 14 year old male teenagers when the real demographics are far wider reaching.

  58. Re:Then make games that are fun for more than 4 ho by martin-boundary · · Score: 4, Insightful

    There are many classic games that are fun for more than 4 hours, and are repetitive: pacman, tetris, that card game that comes with Windows...

  59. We HAVE simpler games by Anonymous Coward · · Score: 0

    I have a folder full of ROM images of arcade games from the past 40 years on my computer, and can play Galaga and Robotron 2084 to my heart's content.

    I see people crouched over their smartphones all the time with their thumbs a-twitch, playing simple games they are addicted to.

    I think gaming companies are asking themselves, what gets them better profits, years of development on long, complex games that might interest a small group of high-level players, or whomp out some simple, fun games that can get a large market hooked. I am betting churning out the smaller games is a better market right now.

  60. Real reason of TFA: Greed and DLC by redscare2k4 · · Score: 1

    So these so-called "game designers" from TFA see that people don't bother finishing the games.

    So... do they say "hey, maybe our games suck bigtime!" or "hey! maybe we should make games that are not repetitive ad-nauseam and become dull after 5hours" or hey "our games are so predictable that gamers see the end of the history miles away"??

    No!! They say "it's obvious that gamers want shorter, simpler games". Yeah right

    But then, deeper in TFA, we start to see the real reasons:
    "it seems that games will become increasingly modular in order to accommodate different tastes. Currently, Microsoft's development guidelines tell developers and publishers that the optimum time to release DLC is "within the first 30 days" of a game's release"

    They want to milk the cow more!! They want you to pay $60bucks for a shitty, incomplete game, and then pay some more for some lame excuse of DLC that should have been included in the game from the 1st time.

  61. Re:As if quantity of content is its only measure.. by antifoidulus · · Score: 4, Insightful

    So essentially what you want is D&D? No single player game is going to allow you to do what you want where you want because unfortunately the AI isn't all that advanced and won't be in the foreseeable future. If you want an open ended game where you can do anything, grab a bag of dice, a dungeonmasters guide and start creating some characters!

  62. Can we please have a list of games that phone home by Anonymous Coward · · Score: 0

    I am not aware of any games or companies that openy admit that they are tracking users' habits and phoning home.

    Phoning home in secret would be a violation of EU data privacy directive and German laws too.

    Which games are we talking about?

  63. If It's gonna be simple, add to the replayability by Anonymous Coward · · Score: 0

    I enjoy games that give some form of replayability the most. Age of Empires II, Diablo II, etc. They don't have to be multiplayer, I have never logged onto Battle.net to paly diablo, and I've still played it for at least 100+ hours. Multiplayer just adds to the replayability, as it makes every match unique and different. If It's an RPG style game, make the leveling system fast so you don't have to grind for 5 hours just to get 1 more stat point, and make each class' playstyle different to add even more to the replay factor. The best example I can think of is the DotA leveling system, although it's taken to an extreme. you can gain a level in 2-3 mins, it has over 90 classes/heroes, and each of them play VERY differently, and the fact that it's multiplayer makes it playable over and over and over again. Take that class/leveling system, slow it down and add some complexity and put it in an RPG and I'll be in heaven. In a single player RPG, give me a level system that's similar, maybe a level per hour, with 5-10 different classes that all require different strats (Diablo II does this best IMO), not make the fighter/mage/rogue all have different skills that do the same things with different visuals. Most RPGs just have too bland a story for it to be decent in that respect, and they don't even make the gameplay interesting. I'll admit, I don't think RTS and multi palyer is what the OP was talking about though.

  64. seconded... by Lazy+Jones · · Score: 3, Insightful

    it's the same with all Bethesda games unfortunately, as well as all the other "huge open world" type games I know. It begins with the environment being indestructible even for the strongest of weapons (in Fallout 3 you cannot even blow up a simple door or even a window with all your firepower/explosives). The more "visual" realism they add, the more disappointing it is when the characters and environment do not react in a realistic way. These games aren't RPGs or Adventure games, they are effectively very constrained "jump and run" type games.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
    1. Re:seconded... by sonicmerlin · · Score: 1

      Yeah but to be fair they used their older Oblivion engine, which had just a horrific physics engine, for F3. What they accomplished in terms of story and open-endedness warrants them a pat on the back (of course their battle system, difficulty levels, and AI sucked). I'm just hoping their next engine will allow for more immersion. Considering they haven't even given anyone a peek into what their next game looks like, I feel good about the prospects.

  65. Not I... by Jaysyn · · Score: 2, Interesting

    I don't want simpler games. I want games as complex & rich as they were back in 1995, i.e. Master of Magic.

    --
    There is a war going on for your mind.
    1. Re:Not I... by Walkingshark · · Score: 1

      No doubt. As computers get more complex games get more simple. What the fuck?

      Forget open worlds, I want a living world.

      --
      The world you experience is only a close approximation of reality.
  66. Re:As if quantity of content is its only measure.. by mad_minstrel · · Score: 2, Interesting

    It's true that absolute openness is, at least right now, impossible. But there have been many games that have given the players much more freedom, like the original Fallouts. Meanwhile Oblivion and Fallout 3 are open only in the sense that you can go where you like and complete quests in random order. Even if you do get a choice from time to time, it has no real consequences.

    --
    May the source be with you.
  67. Re:Then make games that are fun for more than 4 ho by Opportunist · · Score: 4, Insightful

    Only because you manage to make them interesting over and over. The games you mention do not have a linear, follow-and-succeed path, which is the case with most contemporary games. For most games today there is only one sensible or fast way to succeed. There is such a thing as a best practice. Thus repeating the game is usually fairly unentertaining, because you simply repeat the steps you already did. They are scripted to the point where you basically play through a movie.

    Recreating this freeform, every-game-a-new-challenge modes of the past is not easy with today's complexity in games. It's pretty tough to create such open games while at the same time managing balance.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  68. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    Ugh, at least suggest a good table top RPG. The D&D rule set is terrible.

    Play GURPS. The rule set is far more sensible and is about as complex or non as you want it to be and the game can be whatever you want it to be just by adding in another genre's handbook. Want an invasion of robots with lasers in your fantasy world? Buy the Robots hand book and maybe a couple of Sci-Fi ones and off you go. Want your bad-ass warrior to be able to cast a fire ball? Just make your character that way as there are no restrictive classes to tell you how to make your character.

    --
    I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
  69. Games not for Gamers any more by myowntrueself · · Score: 1

    The thing is that the vocal minority calling for games to be harder are people who would identify themselves as 'Gamers'.

    The next thing is that 'Gamers' are not a majority of the people who will buy games or subscribe to MMOs.

    Once upon a time, it was different; the MMO genre is a great example. WoW an even better example. When WoW was released it was aimed squarely at gamers. As WoW has expanded and become more popular the majority of people who 'play' it are not people who would identify themselves as 'Gamers'. In fact, I don't think that the majority of people who 'play' WoW today are playing a game at all; its a social club. It has games in it but the 'game world' is not in and of itself 'a game'; its a shared environment where human beings can interact with one another and play games together.

    If we watch the progression of WoW (and for you 'Gamers' out there I don't mean 'raid progression') we can see the Blizzard are not ignorant of this. In fact I'd hazard a guess that Blizzard are actively trying to deter 'Gamers' and attract 'Socialisers'.

    The other observation I'd like to make is regarding 'difficulty'. There is a massive difference between 'challenging' and 'annoying'. Many game makers have a hard time with this one. Many players have a hard time seeing the difference as well. It is very easy to think you've made something challenging when all you have really done is make it irritating. It is true that it is challenging to get through irritating game play but to characterise that as truly challenging in a *game* would be missing the point. Although sometimes I wonder if thats a cultural thing.

    --
    In the free world the media isn't government run; the government is media run.
    1. Re:Games not for Gamers any more by Kjella · · Score: 1

      In fact I'd hazard a guess that Blizzard are actively trying to deter 'Gamers' and attract 'Socialisers'.

      Socializers don't go to other games because there's no community, but gamers do because there is a cool new game. I think the gamers are dangerous "trendsetters" so I imagine Blizzard is trying hard to keep them, not for the revenue but to prevent alternative communities from spawning.

      Simply keep the endgame a deep tar pit that actually requires some skills and they're essentially playing a completely different game than people that button mash and socialize, despite both being called WoW. Or hell even just the organizational skills of getting a guild of sufficent numbers, classes, equipment, battle plan etc. even if the basic combat is simple.

      There is a massive difference between 'challenging' and 'annoying'. Many game makers have a hard time with this one. Many players have a hard time seeing the difference as well.

      Known fact: The more people time people invest, the more emotion they invest. You just have to not lose them on the way, afterwards they can brag on abot the phat l00t they got and look down on everyone else that didn't spend those hours of irritating gameplay.

      --
      Live today, because you never know what tomorrow brings
  70. Is this really a good strategy for developers? by Lazy+Jones · · Score: 1

    The most recent example of a very short but good/immersive game was Metro 2033. Steam tells me I played a total of 10 hours to finish it, it was good but I'll probably never touch it again (not even to unlock the pointless achievements). Now, how many people will regularly pay 40-50 Euros for 10 hours of gameplay and how relevant are those people for the market? I suspect that games such as Mount & Blade and Torchlight, which are obviously low budget, will be more profitable for developers in the long run and appeal to a larger audience (due to the lower price) and it's only the (expensive) marketing that helps sell the 40-50 Euro games. Steam has been flooded with low budget games recently, perhaps you should ask them what they think...

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  71. Fine with me by MasterPatricko · · Score: 1

    Just reduce the price accordingly. Don't charge me $60 for something that has a quarter of the content.

    --
    I'd tell a UDP joke, but you may not get it. I'd tell a TCP joke, but I'd have to keep repeating it until you got it.
  72. No, gamers want... by Aladrin · · Score: 1

    Gamers don't want 'shorter games' or 'longer games' ... They only want FUN games.

    I play the whole range of games from 15 minute long (After Burner Climax) to 100+ hour (Oblivion). The games I've spent the most time on are the most fun. Sometimes that means replaying the game a few times, and somethings it just means the game has that much content.

    Developers need to stop focusing on statistics like game length and work on making the game compelling to play for longer.

    After Burner Climax is an example of this. It's a game that can be 'beaten' in 15 minutes, but as you hit different goals, you unlock changes to the game... More planes, more continues, auto-fire, infinite ammo, damage reduction, etc. So instead of playing it once and saying "Well, that's enough of that" like I normally would, I played it for probably 4 or 5 hours and eventually unlocked everything and got every trophy. Oblivion was different. I only played it twice (on PC, then console), but the second time I did every quest. I spent about 60 hours on the PC (and did about 1/2 the quests) and then 100+ hours on the console and did everything available.

    The only thing these games have in common is that they are fun.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  73. No by Anonymous Coward · · Score: 0

    No, really

  74. It's about expected value, and consumers' choices by argStyopa · · Score: 1

    The reason people generally state that they want that much gameplay is because the games cost so frikkin much.

    You want to make games with 3-4 hours of gameplay, fine, but don't expect people to pay more than $3-5 for it.

    --
    -Styopa
  75. Uh... by RichiH · · Score: 1

    I don't have much time to play games. Matter of fact, my monthly budget is pretty much zero hours.

    Yet, _if_ I sit down and play a game, I want to do it right.
    When I still had time, barring Doom 1 & 2, I played through every single FPS which I ever played on hardest mode without losing a single health point (notable exception: in Doom 3, you exit an escalator and breathe some kind of gas. You need to switch off the gas outlet and do not have a hazmat suit at that point. Sucks. -- Also, I never made it through Half Life proper as there is one section where a squad of enemies is outside a warehouse and I could never kill _all_ enemies without losing health. I lost the savegame and as I spent more than a week on that one part where you fall trough the ground (not the large pipe; later), I never could get myself to start from scratch).

    In Secret of Mana, I have several perfect savegames. In Chrono Trigger, I have 1 1/2 perfect save games. In Zelda 3, I have countless perfect savegames.

    But take any random new-ish Zelda title. In Twilight Princess, to get all heart containers, you need to fish. I suck at that, but I made myself go through it. I even walked around looking for golden bugs for ages.

    But the newest Zelda on DS, Spirit Tracks? You need to play for ages _after_ you beat the game, trying to get treasures so you can get all train parts. Same for ship parts in the Zelda before that.

    And _that_ is what annoys me. If you create a way to collect all of X, do not make collecting X a goal in and as of itself. At least not if you force your paying customers to sit through hours and hours of monotonous, braindead _work_ to truly finish a game.
    I would rather play a good game twice than slave away at finishing it once.

  76. Re:Then make games that are fun for more than 4 ho by someone1234 · · Score: 1

    It was quite easy to me on normal difficulty. I didn't even try to find the difficulty settings.

    Depth is relative, for a hybrid shooter-rpg it was adequate. For a plain shooter it was deep.
    For a plain rpg it was shallow.

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
  77. The Researchers have it all wrong. by PieterBr · · Score: 1

    If I get a game, I really want to give it a chance. But the majority of games are just real bad. The 4-5 hours is the time I play a game before I decide that it's a really bad game never to be played again. Of course even bad games have their followers that insist on playing it till the end.

  78. No, there are just more simple gamers. by binkzz · · Score: 1

    The number of casual gamers has skyrocketed, and most people who aren't tainted by the geekgenes don't care enough to get really into a game: they just want some minor distraction and a quick feeling of accomplishment. Which is what makes WoW thrive, and most casual games are built around the same model of quick successive accomplishments with a perceived level of challenge that really isn't there.

    --
    'For we walk by faith, not by sight.' II Corinthians 5:7
  79. Exactly why i like the Mario Games by altp · · Score: 1

    6 to 15 hours is the sweet spot for me. The Mario games are great examples of the right amount of challenge and time invested into the game.

    I used to LOVE the Zelda games, back when i could figure them out and finish one of them from start to finish in 10 hours. The newest one on the Wii though I never got all the way through. The puzzles were more challenging than I wanted, there was too much travelling, and the game was WAY too long.

    I want puzzles, but i don't want to spend an hour having to figure them out or wandering back and forth across the level trying to find something the developer hid under a rock just to make the game last longer.

    I'm currently playing Dante's Inferno and its a good mix of mindless hack and slash and mindlessly easy puzzles.

  80. Guess Why by aaaaaaargh! · · Score: 1

    90% of the gamers play the games less than 4 to 5 hours, because even AAA titles nowadays are not so good. Fancy graphics and all, but stupid repetitive gameplay. It's as simple as that. Take for example Mass Effect 2. I've bought it, because it got fantastic reviews. Unfortunately, so far it has only been about shooting aliens in completely linear levels. Hopefully that changes later in the game, but I see no advancement in comparison to Mass Effect 1. Dragon Age origins is much better in that respect, but even this title seems shallow in comparison to Neverwinter Nights 1 & 2. And don't get me wrong, I'm mentioning these games as an example to show that even excellent titles have a hard time matching their predecessors and seem to get shallower (apart from fancy graphics). Don't let me go into the details what's wrong with titles like MWF2 and Battlefield 2, which are arguably complete crap in comparison to what Bioware and Bethesda produce.

    Another reason for the decline of game quality are undoubtedly the consoles. Sorry, I have nothing against consoles but I have to say that. There were times where it would have been impossible to publish a game like Dragon Age orgins with loading screens instead of a vast, open landscape to explore, but with consoles apparently people got used to such backwards concepts. Anyway, it's pretty stupid to judge from the fact that most people don't play through the games that they want to have even dumber ones...

    1. Re:Guess Why by Slider451 · · Score: 1

      The Dragon Age: Origins single-player campaign was superior to the Neverwinter Nights 1 campaign in every way. It captured all that was great in Baldur's Gate and updated it with what they've learned since. Mass Effect 2 is a much tighter game than 1. I liked it as much as the first.

      Bioware has consistently put out games I want to complete more than any other developer.

      --
      Nostalgia isn't what it used to be.
  81. Dwarf Fortress by Conspiracy_Of_Doves · · Score: 1

    Yeah, people want simpler games. That's exactly why Dwarf Fortress is so addictive.

  82. Games that don't exist... by misfit815 · · Score: 1

    ...but I wish did...

    - A modern-day IndyCar Series console game, similar to F1 2009. This is a personal request, and will be at the top of my list until one is made.
    - A real successor to the one-shot, one-kill FPS Rainbow Six 3. There may be one, but I bought Vegas and it sucked. Too much plot, and you could "recover" from wounds. I want a simple, straightforward tactical shooter with everything as realistic as possible - AI, damage, etc. No plot, no characters.
    - Wing Commander Privateer 3
    - A martial arts game that takes into account all of the motion-capture features of the Wii controls.
    - Stunts 2. This list is remake-heavy, but that game rocked and really needs an update. Why? You can design your own tracks.
    - The next SimCity 2000. The original SC was too simple, and subsequent versions were too complicated. Unlike my previous requests, this is not so much a remake as a request for a game with similar gameplay. Not as basic as the theme park games - something with some teeth. A SimPolitics? A SimCorporation? Complicated topics, but not a complicated interface.
    - A classic battlefield general game without the point-and-click. In other words, give me the same restrictions the real generals had. Maps are inaccurate, weather is unpredictable, subordinates make mistakes, messages get lost.
    - An astronaut simulator. Connect the LEM to the command module. Go on a spacewalk to fix the heat tiles. Land the shuttle without crashing. Won't be edge-of-your-seat, but can be very educational.

    These are just a few. What's interesting to me is that they're all simulations of something real (ok, except for Privateer, but that's real in my head). I think we've really gotten away from that in recent years. How many played Flight Simulator when you were younger?

    --
    Jesus told him, "I am the way, the truth, and the life. No one can come to the Father except through me. - John 14:6 NLT
    1. Re:Games that don't exist... by canajin56 · · Score: 1

      There's an open source game called Vega Strike that's meant to capture the feel of Privateer / Elite. I don't think it does well, but it's nowhere near complete. It's a bit too much simulator, not enough game for my tastes. Though, being both OS and mod-able, there are mods to adjust all sorts of things with it, including turning it into Star Wars, Star Trek, and Wing Commander: Privateer ;)

      I'll add to your list of remakes that should be: -A Real Masters of Orion 3, instead of that "Lets add a lot of depth so it's better lol" POS made by Infograms (AKA "We bought Atari's name so we're not associated with shit anymore, but maybe we should have also stopped making shit?")
      -A Real Star Control 3, designed by the original team (they want to but can't get the trademark back)
      -Masters of Magic II. I hear a MoM-a-like is in the works by Stardock, though they couldn't secure the name.

      --
      ASCII stupid question, get a stupid ANSI
    2. Re:Games that don't exist... by Anonymous Coward · · Score: 0

      >Stunts 2. This list is remake-heavy, but that game rocked and really needs an update. Why? You can design your own tracks.

      Trackmania. Some versions are even free...try it.

  83. No by Kathars1s · · Score: 1

    In my opinion, I don't believe we need simpler games. If anything they could stand to be a bit more complex. Most, if not all games now I find too simple. Go from point a to point b and kill c. I don't mind a long game if it's good enough to keep my attention long enough to finish it. A problem I see now is all these companies have grand scale ideas and aspirations, but then fail to meet them by the time it's released. Theirs either not enough content, or the content is cheap and repetitive missions/quests that feel copy and pasted. I know a big problem with that is still the technology they have to work with. A.I. is still relatively simple, physics and design have still only advanced so far (largely due to the limitations of today's hardware and not the concepts themselves). Give me a game I can be challenged by and sometimes a little frustrated at, feel triumphant when I overcome said challenges and generally enjoy playing.. and I'll feel good about paying 70$ for it. If it's good enough I don't care if it takes 40+ hours to complete.

  84. Re:Then make games that are fun for more than 4 ho by Anonymous Coward · · Score: 0

    What are you smoking? Do you sit and play those games for more than 4 hours? Seriously? Pacman??? Those games are 2... MAYBE 3 hour games, MAX.

  85. Re:Then make games that are fun for more than 4 ho by Pharmboy · · Score: 0

    Simpler means more than just the goals of the game, although you are 100% correct. Space Invaders was the same kind of simple. I constantly get frustrated with new games that require entirely too many key combinations, codes, memorization, etc. to make playing somewhat casually impossible.

    I still love to play TFC over TF2 because it is simpler, I can focus on the game play instead of the interface. I still enjoy AOE3 because they simplified it over AOE2, making it less of a burden to advance, and beat the crap out of the other guys. Simcity 3 kicks Simcity 4's ass because it was simpler. The Half-Life series got simpler in movement control as it progressed, which made it better (no more fancy jump/duck combinations). Even Portal keeps it very simple in concept, so you can focus on one thing: figuring out how to get from point A to point B using physics. The older first person shooters were like this, Duke 3D, Redneck Rampage, etc. Simple, fun, with some humor to boot.

    My recent favorite is Bioshock, which is simple enough to learn fast, yet open enough that you aren't being forced to follow a specific script to get to the goal. The "hack" feature is simple and easy enough to master. The features have *very* good depth, but are simple enough in concept so you don't spend hours figuring it out, and you have infinite combinations of plasmids you can arm. Like HL, the underlying story is also quite good (and simple), with the Ayn Rand dystopia overtones.

    Lots of us 40+ guys still love to play games a few times a week but don't want to have to memorize overly complex key controls and poorly written plots. We do have day jobs and games are supposed to be fun, not work. We also have credit cards and don't mind spending the bucks if the games deliver.

    --
    Tequila: It's not just for breakfast anymore!
  86. Re:As if quantity of content is its only measure.. by DJRumpy · · Score: 4, Interesting

    I would suggest they stick more to the Blizzard style, like the methods used with Diablo, and Diablo 2. D1 was a relatively quick 16-20 hours if you trolled every square inch of the map to the end. D2 was much bigger than D1, but didn't suffer from the larger scope. There were almost no useless 'side quests' as everything was focused on the main story in some way. They did none of the 'go here and collect # of X and return to Y'. There have been very few games that I've finished over the last 10 years due to either a weak/no story line, or the game trying to be to open-ended, or simply because they sucked. They focus so much on creating huge environments, that it gets more than a little tedious to go through it all. By the time you've hit a quater of it, you pretty much have nothing left to discover except for some new scenery.

    That said, I've run across a few exceptions. Half Life 2 (great story line). I've played it a few times through. I also recently started playing Dragon Age (Bioware). It's got a pretty hefty amount of those side quests, but they tend to resolve themselves without you doing much to work for them. I don't mind them accepting them and if they get solved great, and if not, no worries). The map layouts tend to allow you to resolve them just as part of your normal progression through the map and I've noticed that many tend to showcase certain uses for skills that you might not have considered (haven't cracked the manual). On the plus side, it allows a fairly free story line, with your choice of what order you want to solve the major plot points, and what side you want to be on, so they get points for that as well. They also ditched the huge world map environments that I was used to seeing in Sacred, and trips between them are without all the tedious 'hiking'. When you get to specific 'areas', the maps expand to a much larger sub-areas that are again broken down by more sub-areas that aren't shown unless you opt, or are forced to go there.

    That is another important part to my way of thinking. If they try too hard to be 'free and open' as far as story line, you end up lost as to what to do or where to go next because the game provides no direction other than 'talk to blahblah' and that typically prompts a "Who the hell is 'blahblah and why can't I find him/her?". Dragon Age fortunately has a strong enough story line that even paying a minimal amount of attention will get you there and they clearly mark the target of a particular question on the map, although they don't show you how to get there.

    Haven't finished this one yet, although it's been good enough for me to stop 3/4ths of the way through and create a new character out of curiosity and that's saying a lot. About my only major complaint is that it tries almost too hard for a story line, and ends up being a little heavy on dialogue. Fortunately you can just skip it with the escape key.

    I have to wonder if a lot of these studios every play the entire finished product from start to finish. I suspect if they had a little more perspective of the entire game, we wouldn't see such a high failure rate in regards to games not being finished. I suspect they play their little component areas or specific parts of the project and think it's great, but rolled into the rest of it, they dont' realize just how tedious, boring, repetitive, or how difficult the entire game can get.

  87. ...and I want by anarche · · Score: 1

    Since we all seem to posting what we want...

    I want multiplayer games. CS is still my number 1 game, although I plan on giving Mechwarrior a crack.

    The last one player game I played was Fallout3, finished it on goody-to-shoe and never bothered again. And I love that game.

    Multiplay has the random human element; even in CS on good ol' dust2, people do wierd things. Games AI will never match the entertainment value of chatty, bored online players, although an epic story/graphic can match that of a decent movie.

    --
    Wait! Whats a sig?
  88. Re:Then make games that are fun for more than 4 ho by PhilHibbs · · Score: 1

    Er, that's the whole point of this article - people don't just want whizz-bang graphics and huge, lush environments. They say they do, then they don't play the games when they get it. Playability and fun are more important.

  89. 90% of everything is crud by loufoque · · Score: 1

    ...including game players.

    Because the majority of players suck doesn't mean you should dumb down your games.

    On the contrary, who do you think "bad" players ask for advice of what good game they should get?
    Their real gamers friends, the game reviewers, etc.
    What attracts semi-casual players to games is how much hype there is about them, and that is simply a factor of how good it is for real players and reviewers.

    So now, as a game producer, you can either build up reputation spending tons of money on marketing (special events at E3/TGS works well, and they're not that expensive), or simply make a good game.
    The sad part is that game producers are focusing on the first method nowadays.

    1. Re:90% of everything is crud by geekoid · · Score: 1

      "Because the majority of players suck doesn't mean you should dumb down your games."
      It doesn't if you want to unlock the achievements: "tapped their wallets."

      " simply make a good game."

      To 90% of the market, dumbing it down is making it a good game.

      You are basically saying a good game is one you enjoy, and if other people don't enjoy the same games, their not a real gamer.

      You my be falling into the "Scottsman Fallacy".

      "The sad part is that game producers are focusing on the first method nowadays.
      This is just ignorant. Some producer choose to tap a market your not interested in; however some porbably due.

      I consider TF2, Half-life2, and Drakensang* to be excellent games. Bizzard's SCII looks like it might be a good game.

      *Drakensang is one of the most underrated RPGs ever. I liked it a lot more then Dragon Age. Can't wait for the Sequel.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:90% of everything is crud by loufoque · · Score: 1

      You are basically saying a good game is one you enjoy, and if other people don't enjoy the same games, their not a real gamer.

      No, I'm saying games should be designed for power users.
      Imagine if we designed operating systems for the average person... They would be useless. They need to accommodate both, and feature-wise be designed for power users.

      "The sad part is that game producers are focusing on the first method nowadays.
      This is just ignorant. Some producer choose to tap a market your not interested in; however some porbably due.

      Numbers show expenses on marketing have dramatically increased these past few years.

      *Drakensang is one of the most underrated RPGs ever. I liked it a lot more then Dragon Age. Can't wait for the Sequel.

      Thanks for the Drakensang recommendation, I'll check it out.
      I didn't find Dragon Age so good either.

  90. Re:As if quantity of content is its only measure.. by delinear · · Score: 4, Insightful

    Maybe what this shows is that games companies should focus more on properly marketing their games. Everyone likes something different from their gaming experience, the problem we often have as gamers is finding games that match what we want, and the main reason for that has to be the fact that they're marketed as widely as possible. That and a shift away from lengthy demos is bound to result in a good portion of your audience being disappointed. If you then make the games simpler and the storylines linear, but continue to market it to everyone, you're going to see the reverse (the people who like linear games will play longer but the people who like sandbox will lose interest), it won't tell you anything meaningful.

  91. Vaguely relevant comment by ishmaelflood · · Score: 1

    Sorry, I haven't read any of the above inspiteful commentary.

    here's my take.

    Most good games are too long.

    80 bucks Australian for a game, I'd really like to know I've done it at 40 hours or less.

    Here's the big name games I've played through, and thought the length was about right

    DOOM
    Terra nova (several times - actually this is due to be played again)
    System Shock (the original-I'd play this again if Barry gives me the CD back)
    Warcraft 2 (bit dull now)
    C&C
    Mechwarriors- 2 and 4 (was there a 3?)

    HalfLife was brilliant except the last mission was stupidly hard and I gave up and I won't play it again
    Syndicate was brilliant, the last mission was stupidly hard but I did it once, and I'll play it again but ignore the last msiiosn

    UFO - I've played a couple of times quite a long way through, without really getting to the end. Quite happy to do it again from scratch, the early msiisons are much more fun.

    Biggest playability award goes to Gunship 2000 - in squad mode, or railroad tycoon.

  92. Because it's the same! by mumb0.jumb0 · · Score: 1

    The story line of the game might run for 40, 60 or 80 hours, but the new content is experienced in 5. That is why people quit.
    After 5 hours, I have experienced the new combat mechanics, weapons, graphics, classes, etc. And guess what? It's the same game I played last year. At that point I lose interest in mastering it and quit. Been there, done that.
    The story line of most games, though often not a total waste of time, aren't strong enough on their own to entice me to keep going through repetitive battle after repetitive battle. Especially when I already did it ad nauseum in the previous clone in that genre.
    I don't want simpler games. I want something I can truly sink my teeth into. It's just that I'm almost always disappointed.

    --
    Question everything?
  93. 20 minutes by Potor · · Score: 1

    I can't play a game for longer than 20 minutes. That's why I love my Wii.

  94. TI-99/4A by Stenchwarrior · · Score: 1

    I've been playing Tunnels of Doom like crazy lately because of its simplicity. You can get the emulator here.

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  95. Simpler, but not easier by Millennium · · Score: 1

    People don't necessarily want games that are easier to win; they just want games that are easier to play. Gratuitous complexity is a fundamental design flaw: if the player isn't doing something interesting within five minutes of starting a new game, something is wrong. Similarly, if the player hasn't mastered all of the basic mechanics -i.e. every mechanic necessary to complete the game's main plot- within one hour, something is wrong. This does not mean that the game should be easy, only that the player should be able to do what's needed. It's still up to them to pull it off.

  96. Why would we all want one thing? by Anonymous Coward · · Score: 0

    I like short games when I don't have much free time. That's why I play internet flash games for free. There's a lot of poop out there, but there are some good ones that you can spend a lot of time on like Quadradius and Fantastic Contraption.

    I like complex games when I have the time (i.e. when my wife let's me). That's why I play Final Fantasy, Mass Effect, Elder Scrolls.

    Then there's Half-life. Great story, but generally too linear, too easy and too short. I'm not in love with episodes. I'll wait until all the episodes are out and play them all at once.

  97. Streamlining versus Removing vital parts. by Tei · · Score: 1

    Console gaming *need* to make the games much more simple than on the PC, because the pad is a very poor control scheme.
    Games around the PC are built around the keyboard. So you have games with 9 weapons... thats interesting, if these weapons are really different, you activate these weapons with the number keys 1...9. Games built around the console, often have limits to 4 weapons. You activate these weapons (or skills, powers) with the digital direction pad.

    See? the interface change the shape of the game, and games for consoles *need* to be simpler.

    There are some gaming bussines (probably less than 10 companys), where the cost to make a PC version is marginal, maybe "null". So It just make sense to re-release the console game to the PC world. Wen this conversion is made, you end with games with 4 powers, and a TV fov. The migration effort don't include re-recreating the game around a keyboard and a mouse.

    Is this a good thing, or a bad thing? Often is a bad thing. Wen the HUD is not modified, the hud has a "rosseta" aparecen (N, S, E, W) that you will use with the keyboard (1, 2, 3, 4). Is a very bad thing wen the migration effort is given to the lower bidder, and the keys assignation is "random" (like F1, F2, F3, F4 to change powers... ). Is a good thing wen the original PC design is exausted and was not all that fun.

    I think the "streamlined" version of a FPS game that consoles have invented is fun. I like the sprint, the cover,.. there are good things on that streamlining. What I also like, is the deep of our games. Morrowind is 1000 million times better than Red Faction :Guerrilla, and 9000 times better than FUEL. Ultima 7 is 89999 times better than Last Stand.

    So... streamlining? yes, deep? yes. Most games are good wen have decent design and deep. Games that have not deep, have not long playability, never teach you something, never make you feel something that will stay with you, etc.

    Do gamers want simpler games?

    What are we calling a gamer here? is the casuals that play PvZ and don't know Vectorial Turret Defense?. Are we calling gamers to the 80 millions that play FarmVille? the 15 millions that play Club Penguin?, the 8 millions that play WoW? the 40.000 that play Nexuiz? the 3200 that play Tremulous? are these people gamers? Are gamers the 250 millions that play or have played Windows Solitary?

    Since gaming is something bigger and bigger, there are a group of people that is now playing videogames, that don't think as gaming like a hobby (or his hobby), or something to dedicate money. Bussines men must care about these people. but are you a bussines men? do you sell videogames? I don't sell videogames, so I don't have to care for the 80 million FarmVille players.

    Do Gamers Want Simpler Games?
    Some do, others not, others can't even called gamers. Somethimes even what you ask for is not what you need. is not a simple question you are asking a simple answer.

    --

    -Woof woof woof!

  98. Casual Gamers by billmarrs · · Score: 1

    Casual gamers have helped the game industry grow significantly. But, at the same time, I worry they are undermining game design as the industry focuses on them. Wii, iPhone, most XBL and PSN games are all about light games that often bring in good profits. But, rich complex game play seems to be a rare thing.

    I've recently gone back (again) to play System Shock 1 & 2 (10 to 15 years old now, but the mod community has helped keep them alive). They don't look so pretty anymore, but I'm drawn in deeply by the complexity. I just spent a few hours last night playing Overworld Zero (a parody RPG within SS2) which I hadn't put much time into in previous playthroughs. I'm close to beating it now!

    Honestly, I'm not that worried. There are a lot of light games out these days, but there are still some harder and more complex ones (Fallout 3, Bioshock, Dead Space, Demon's Souls ... some of my recent favorites and they sold well too). There are just more games for everyone now. I like some of the light games too.

  99. Re:As if quantity of content is its only measure.. by Admiral_Grinder · · Score: 1

    I agree with the starting conditions thing. I find that games these days not only removed features that changes the game in the middle (such as the removal of random disasters in the SimCity games). But they are also removing the random stuff for starting non-campaign games. Tiberium Sun and SimCity had a random level generator. Sins of a Solar Empire has a random level generator, but the biggest map it creates is pretty small. StarCraft had skirmish levels that where realistic, now RTS levels look like bicycle wheels. It seems to be all about the next 'tournament' or ladder game.

  100. Get rid of save points by quintin3265 · · Score: 1

    GET RID OF SAVE POINTS. I don't know how to say that more clearly. I want to be able to save at any time, for any reason. Dump the entire contents of memory to disk if needed - the consoles only contain 512MB of RAM anyway. It's absolutely ridiculous that you can't die in Final Fantasy XIII, but that you have to go to a save point to quit. I suffered two power outages and lost hours of playing because one never needs to worry about dying in that game, but you have to walk all the way across Pulse just to find a save point.

    1. Re:Get rid of save points by Anonymous Coward · · Score: 1, Insightful

      GET RID OF SAVE POINTS.

      Yeah, especially now that even consoles have big hard drives there is no reason to not allow saving at any point.

    2. Re:Get rid of save points by Man+Eating+Duck · · Score: 1

      GET RID OF SAVE POINTS.

      Agreed. I'm fairly certain developers choose save points vs free save to bolster the gameplay time. Case in point: The Saboteur. An enjoyable game except for the boring car rides from your base every time you die. The game is capable of saving a fairly complete state, on the few save points that are in the middle of a mission everything is saved. Yourself, your weapon states, the enemies, random pedestrians and even a thrown grenade in mid-air (I tested) will be at the exact same position every time you load. The decision not to save your exact position is clearly not based on technical limitations. It feels like a last-minute decision made after the complete persistence logic was already coded.

      However, the save points add ~ 2-10 minutes of gameplay every time you die or fuck up. Nevermind that it's boring, repetitive and annoying to no end, it allows them to claim ~60 hours of gameplay instead of ~30 hours. I can't think of other reasons, and it seriously degrades my enjoyment of an otherwise excellent game. I'm tempted to say that they get away with this because console gamers are used to it from when it actually WAS due to technical limitations, but don't construe this post as flamebait :)

      --
      Are you a grammar Nazi? I'm trying to improve my English; please correct my errors! :)
  101. Dumbing Games down? by Anonymous Coward · · Score: 0

    *cough* Star Wars Galaxy Online *cough*

  102. Re:As if quantity of content is its only measure.. by timster · · Score: 4, Funny

    Word. When I try to play a game like Oblivion, it's like one of those conversations: "...so, what should we do?" "I don't know, what do you want to do?" "I was hoping you would have something in mind..."

    --
    I have seen the future, and it is inconvenient.
  103. tsk, tsk, still missing the forest by garompeta · · Score: 1
    People, when are we going to realize that tastes change: ALWAYS.
    If I overload my crave of junk food because my mom fed me only with macrobiotic food, I will end up retching after a week of eating only junk food and I will wish to eat again some healthy food
    You crave, you overload, you get tired, you wish your past back. You are simple, you crave complexities, you get tired of complexities, you want simplicity. It is a very predictable pattern
    Another clear example of these taste swings are seen in the fashion industry: What is hot today, it gets old later. New concept becomes cool, that concepts get overused and it gets boring, and the old stuff becomes cool again. But it is not that simplistic either, because the retro stuff that today's youngsters are wearing is not really exactly what my mother used to use in the sixties.

    Very similarly remember how games were developed, from a pixelated plumber (or even better, we can go even further back from two lines and a bouncing pixel) with no story line whatsoever to super realistic games like Crysis, maybe we are just reaching saturation. The simplistic retrogaming is becoming much more attractive than ever... and the swinging will go on and on from one side to another, if we learn the rhythm of the taste swinging we can control humanity itself (and basically a money making machine).

  104. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    Heh. I can vision all kinds of scenarios, invasions, whatever without buying any kind of book, thanks.

    If it's so "generic universal", then why the need for all kinds of different books?

  105. Re:Then make games that are fun for more than 4 ho by Things_falling_apart · · Score: 1

    I can play Pac-Man for at more than 4 hours on one credit, so I fail to see how it is a 2 or maybe 3 hour game.

  106. Re:As if quantity of content is its only measure.. by Alphathon · · Score: 1

    As far as I'm concerned, Oblivion and Fallout 3 don't have a lot of replayability, but they do have a hell of a lot of continuous play time (playability?). While you can go back and create a whole new character, play it again and have a different experience, I find that simply continuing through with one character and doing everything is much more fun. I still haven't finished Oblivion, but only have 1 character which I have so far accumulated 111hrs. of gameplay with (according to Xfire). In Fallout 3, I have almost the same, 104hrs. with one character. In Fallout I have finished the main quest but I am far from finishing the game, or it's DLC. In neither game have I even scratched the surface of the mods available. Both are absolutely fantastic games and as far as I'm concerned they only have 2 problems: graphics and stability (the console versions just aren't the same though - the mods really do make the game so much better).

  107. Re:Then make games that are fun for more than 4 ho by Obyron · · Score: 2, Insightful

    I've gotten back into Chess lately, and I agree. The gameplay never changes, but there's a whole world of strategy and tactics in there to discover, and it's seriously good brain exercise. It's also nice not having to worry about DLC to buy the new Warlock piece that can move in a Q shape just to compete, or Ubisoft's restrictive DRM making your chess board not work if it's not sitting on a certain kind of table. Now if I only I didn't suck so much. :)

    --
    --Obyron
  108. Re:Then make games that are fun for more than 4 ho by delinear · · Score: 1

    I think the balance was pretty good on the first ME. There were just enough side quests around to keep you slightly levelled ahead of where you needed to be at most points in the story, so if you were finding a particular section difficult you could usually go find something else to do and come back with a few new skills - you'd rarely be so powerful that you could crush all before you, but it would take the frustration out of some encounters. I haven't played the sequel yet, but I heard they removed this, that there are very few sidequests, which I guess means your skill needs to be pretty much on a par with the people who playtested this for it to feel challenging without being frustrating - what are the chances of that being the case?

  109. just four or five hours... by Mirar · · Score: 1

    ...is how long they are. Some games might have a beautiful engine, but the contents and scripts run out quick. Once you figure out how the scripts work and the content work you get bored, and stop playing, unless you get fed new and exciting content.

    MMOs, Facebook et al solve the last part by letting it be social.

    Games like Fallout III and Oblivion didn't. It's a huge world, but it still feels limited because after a while you've seen all the possibilities, and everything you get is new variants of the old stuff.

  110. Re:Then make games that are fun for more than 4 ho by delinear · · Score: 1

    It doesn't necessarily follow that they want the games to be shorter or simpler, or to cut back on the flash visuals. A well balanced game that's playable and fun can still be lengthy and complex and visually stunning, it just means they can't cut corners, which is probably their real issue.

  111. Spoiled Kids by windcask · · Score: 0

    Do they know what demographic their players are? Spoiled whiny kids who have to have a new game every week, sure. I'd say most adults play them to completion.

  112. Re:As if quantity of content is its only measure.. by AndersOSU · · Score: 1

    If fewer than 10% of the gaming public plays a game through the first time, what good is replayability?

  113. People and their stupid stats... by DarthVain · · Score: 1

    "As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"

    I call bullshit. First of all, define gamer. I would argue that anyone that plays for just 4-5 hours, and doesn't play a game to completion ain't much of a gamer. Second, what kind of games are being talked about? If I play a good game, like say Mass Effect 2, I play it from start to end, because, you know it is a good game and I am hooked. It's the game where your WOW guild goes "WTF?" and your like "Sry ME2, my bad!". If on the other hand the game is crap, and no fun to play, then I will usually measure the play time in a few hours yes. If on the other hand the game is good, but frustrating because of bad mechanics or buggy, it may take longer for me to get fed up and and say screw it... many hours later. However much of that depends on the length of the game, Some games are 40-60 hours playing time, others are 5-7 hours. Others can be measured in minutes, and others like the all powerful WOW that eats up so much time NEVER ENDS, and I would be surprised if it ever did. Blizzard would have to have all the money available in the world by then (perhaps shortly after the release of SC2). A whole bunch of games, are also multiplayer, which is the whole point, and many people buy them for that specific purpose and have little or no intention of playing the single player to its end. Sometimes this is because the single player part that is included is so horrible. You can also lump most FPS and Sport games into this category. Also I am not sure I know any adult or youth gamers that would spend 70$ on a title, play it for 5 hours and throw it away...

    SO I really fail to see how they are quantifying these numbers and attributing anything to it. In short, it is a meaningless number that should not be used to influance anything, let alone game design.

    1. Re:People and their stupid stats... by windcask · · Score: 0

      I'd like to see someone try to play Fallout 3 for five hours and stop cold. Fucking impossible.

    2. Re:People and their stupid stats... by geekoid · · Score: 1

      People who likie to play gamers are a gamer. So...pretty much everyone is a gamer.

      Now, someone who doesn't play to completion isn't a hard core gamers...or the game just isn't good enough to hold there atttention.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  114. Re:Then make games that are fun for more than 4 ho by ivesaidway2much · · Score: 1

    Recreating this freeform, every-game-a-new-challenge modes of the past is not easy with today's complexity in games. It's pretty tough to create such open games while at the same time managing balance.

    That's what multiplayer games are for.

  115. Re:As if quantity of content is its only measure.. by mqduck · · Score: 1

    I've played Fallout 1 and Fallout 3 (and a bit of Fallout 2). The only way Fallout 1 is more "open-ended" than 3 is because there's simply a lot less story. People say a few lines, hinting at a quest, and then you decide what to do. In 3, the quests play out over multiple stages in such a way that they are effectively, as you say, scripted (and you get a very convenient quest tracker, explaining what the quest expects of you). But the option to act like an asshole and just shoot people who ask for help and take their shit is just as available as it ever was. I'm really at a loss thinking of what it is you supposedly can't do in 3 that you could in the others.

    --
    Property is theft.
  116. No... by Anonymous Coward · · Score: 0

    They are just dumber and lazier than they have ever been.

    If its more complicated than MafiaWars it will make their heads explode.

  117. Re:As if quantity of content is its only measure.. by nomadic · · Score: 1

    For those 10%, it does have some good.

  118. Re:As if quantity of content is its only measure.. by Zephyn · · Score: 1

    Because pre-made, easily plugged in game elements can be extremely convenient if your GM planning time is limited.

  119. Re:Then make games that are fun for more than 4 ho by Anonymous Coward · · Score: 0

    There are many classic games that are fun for more than 4 hours, and are repetitive: pacman, tetris, that card game that comes with Windows...

    Some of us never found Pacman or Tetris to be that fun; 5 minutes and I get bored.

  120. More levels need more art by tepples · · Score: 1

    The problem is that the expensive part of the game is usually the engine+art assets. Once you have those, the level design is usually the cheap bit.

    What do you mean by this? As I understand it, more levels need more art.

    1. Re:More levels need more art by samael · · Score: 1

      Some more art, sure. But not in proportion. Once you got "trees" and "cars", etc. you need to tweak them for successive levels, but you don't need to necessarily build whole new ones from scratch.

  121. Then what makes a game great? by tepples · · Score: 1

    after all that has happened over the last decade I think game developers themselves _don't really understand_ what it is that made their games great

    Do you understand what makes a game great? And can you explain it, or is it still a case of "I know it when I see it"?

    1. Re:Then what makes a game great? by blahplusplus · · Score: 1

      I can tell you exactly what makes a game great given that I have enough time and that it is in recent enough memory still.

      Take supreme commander 2 for instance, it is a totally different experience from Supcom Forged alliance, they didn't take Forged alliance to the next level. They nerfed experimentals and the economy and normalized them, the graphics style of the game on the whole took a major step back. The first game was realistic/industrial, the second is cartoon style not quite anime but not strangely cartoony, the units are smaller then the first game the scale is way off and the unit diversity is extremely lacking, I'm not sure if the developer just lacks imagination or what but for some reason GPG (devs of supcom 1 + 2) are obsessed with bland units.

      I could write a whole book about my analysis and criticism of modern games.

  122. Yes/No—Fun or Story(Choose U'r own or Movie by cdpage · · Score: 1

    I want games like

    Castle Crashers... straight forward Button Mashers
    Heavenly Sword... More or less a Button masher with amazing graphics

    I Also want games like

    Dragon Age... Huge story line 100's of hrs of original game play
    Batman... Game plays out like a Movie

    Important items... Fun OR Story.

    Graphics are all over the place... Key, but less important then former.

  123. Re:As if quantity of content is its only measure.. by Duradin · · Score: 3, Insightful

    Ahh GURPS, the linux of PnP RPGs.

  124. Hell NO! by hom3chuk · · Score: 1

    We do want more complicated games like Dwarf Fortress, Ultima Online and DnD to be developed with modern graphics and online interaction. Stop casualization of modern games, you greedy people!

  125. Maybe I'm the Minority by DWRECK18 · · Score: 1

    OK, so I am probably one of the few that doesn't play an FPS for the solo missions, as I strictly play MW and MW2 for the online multiplayer deathmatch scenarios, its just my flavor. The only 2 games I have actually completed as of late are Dragonage: Origins and FF XIII, Dragonage was a bit long but I created several different characters until I found the moveset and story line that I liked. FFXIII was fun in that it was linear and honestly doesn't take to incredibly long to beat. The only gripe I have for FFXIII is the leveling system. You can't even max out your characters until AFTER you beat the game. Now I did find that story intriguing as well and it definately was fun to beat but after I was done, i just have no urge to grind on the same monsters over and over just to get a few trophies or achievements depending on your system of choice. So in turn it depends on your style of gaming I am a console gamer who enjoys FPS for the online multiplayer deathmatches, and RPG's for the intriguing storylines and gameplay.

  126. So that is what Achievements are for! by 2obvious4u · · Score: 1

    Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.

    And they suckered us right into their testing scheme. I love unlocking achievements.

  127. I just want shorter games! by Yvan256 · · Score: 1

    I'm still trying to finish Final Fantasy XI!

  128. Re:As if quantity of content is its only measure.. by Colonel+Korn · · Score: 3, Informative

    What if I want to jack all of them up? Oh can't do that, not in the script.

    Fooie.

    Yes you can. None of those people were invulnerable. You just didn't make a good attempt.

    --
    "I zero-index my hamsters" - Willtor (147206)
  129. I disagree! by CapnStank · · Score: 1

    In reality my favorite games (of AWLLLL TIEEMMMM) are Half-life, Starcraft, Chrono Trigger and Final fantasy III (For SNES, its like FFVI or something)... in no particular order. Sure Half-Life & Starcraft may be comparably "simple" but they are extremely complex when you consider the plot, story, balance, and fluid game-play they provide (something that many modern games fail to achieve). Now I want ONE person out here to tell me that Chrono Trigger or Final Fantasy are "Simple".

    The challenge isn't simpler games, its making new games that don't completely fail in one of the fundamental sectors of decent gaming. You can have a game with great plot and story but if you can't play it worth a damn it will suck. You can have a very fluid game with great story (Halo 1) but if it lacks modern twists (Multiplayer online) then it doesn't fair up.

    1. Re:I disagree! by OrangeCatholic · · Score: 1

      >Now I want ONE person out here to tell me that Chrono Trigger or Final Fantasy are "Simple".

      Sure. The battle mechanics in FF boil down to pressing "Attack" four times per round until the battle is over. Granted, the last one I played was #7, but from what I remember, all the enemies were pretty much the same. Whether you attack with a sword, or a spell, the damage is about the same. It's just a question of what pretty graphic you want to see. Limit break? OK so you get more damage. Big deal.

      Many RPG's will have one character cast buffs while another heals. Many RPGs feature different kinds of enemies with different strengths and weaknesses, e.g. use cold on fire, or lightning on water. Many RPG's will have you out-flank the enemy and attack from behind for bonuses. Many RPGs place importance in order of attack, or rows/formations. FF series has only a token amount of this strategy compared to other games.

  130. Re:As if quantity of content is its only measure.. by Compaqt · · Score: 1

    I want Frozen Bubble!

    --
    I'm not a lawyer, but I play one on the Internet. Blog
  131. short answer: by Anonymous Coward · · Score: 0

    NO.

    Games are already over-simplified. Please don't completely kill games.

  132. Yahtzee on Portal by twoallbeefpatties · · Score: 2, Funny

    I don't have access to The Escapist's website at the moment to get the exact quote, but in his review of Portal, Yahtzee said something to the tune of - The only bad thing I can say about this game is that it's short, which actually isn't so bad since that means I can finish it and move on to all of the other games that I want to play.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  133. Re:As if quantity of content is its only measure.. by Hellpop · · Score: 1

    Yeah, but even there you are only going to be able to do what the DM allows you to do.

    --
    "People are stupid; given proper motivation, almost anyone will believe almost anything."
  134. We're not kids anymore, so we have no time by Anonymous Coward · · Score: 0

    The truth is, I don't necessarily want games to be shorter. What I do want, though, is a shorter learning curve for initial functions of the game. I no longer have the patience to learn clunky interfaces, or deal with reconfiguring controls. I want, for the most part, a game to have the following: first-person, semi-linear storyline, quick pickup, either good multiplayer with skippable single player or EXTREMELY immersive single-player with a good storyline. That's pretty much it.

    When I work 12 hours a day, and I come home, and I've got to do 3 hours of crap at home, that leaves me with 1 or 2 hours a night at most to play games. So I can choose to try out a game, which requires me to spend an hour fucking with the controls, or I can go watch a movie. I'm a life-long diehard gamer, started with an Atari, and I just finished building my new uber gaming rig for BFBC2 Eyefinity, but I have to say that I get frustrated with games easily these days due to my sheer lack of time.

    You can't hold down a job and play video games for 10 hours a day, it's just not workable. Games like MW2 and BFBC2 grab my attention more easily today than anything else, because the control scheme is roughly identical to every other FPS imaginable, going back to grand-daddy Quake and Doom, so I have 0 learning curve. Top that off with the fact I can skip the mostly pointless single-player and go straight to the multi-player gaming. If I have 30 minutes to play games, that's 2 matches of MW2 HC TDM or 1 good match of SQDM on BFBC2. 30 minutes isn't even enough time to wipe my ass in any decent RPG.

    Oddly, I find myself going back to older RPGs when I play them, because designers then were limited to more simplistic systems by the hardware they had to work with. While the time commitment is high in the long run, I can play in short burst, the controls are simple, and the storylines in older games are MUCH MUCH better than in newer games. I've spent more hours lately playing through the Geneforge series and the original IceWind Dale, Baldur's Gate, NWN trifecta than playing FF13 or whatever have you random console RPG.

  135. Only $10? by twoallbeefpatties · · Score: 2, Insightful

    I would pay THIRTY dollars for a good 10-hour game more often than I would pay forty for a good 40-hour game. Why? Because I have a much higher chance of getting to see the ending of the 10-hour game and feeling fulfilled with it.

    Here's a better question - would you rather spend 40 hours of your time playing and finishing four good 10-hour games, or would you rather just play one good 40-hour game?

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  136. Re:Then make games that are fun for more than 4 ho by rolando2424 · · Score: 1

    Nethack

    Second dungeon level. I see a fountain. Decide to drink from it to see if I could get a wish. Become surrounded by snakes.

    Decided what my next step would be.

    I had started with the Sleep spell, so I could make all the snakes fell asleep and then kill them with the help of my pet

    I also had a scroll of Scare Monster so I could make them go away and climb to the previous level to recover health (I was low on health).

    Or I could engrave the E-word and forced the snakes to not attack me for a few turns and wait to on that spot to heal back my health and in the meanwhile let my pet take care of them. The problem is that I only had a Magic Marker to engrave, and I didn't want to waste charges

    I decided to play it safe and use the scroll of Scare Monster to run away because I wasn't sure I could cast Sleep on all the snakes before they killed me.

    That being said, I heard that the game gets a little repetive the further you go down the dungeon.

    Although one of the best games I played last year was I Wanna Be The Guy, which is pretty much linear (you can decide the order you take the paths, but you have to take them all), but it nailed that "One more try" feeling (especially when the try usually takes 1 or 2 seconds...).

    Right now I've been playing a game that uses the same engine called I Wanna Be The Fangame except that music doesn't work on WINE, so it's not as fun to play as the original.

    --
    Okay seriously I've just run out of pointless things to say.
  137. Re:As if quantity of content is its only measure.. by shadowrat · · Score: 2, Funny

    wait! This implies that not everybody wants the same kind of game! boggle!

  138. of course! by Anonymous Coward · · Score: 0

    why do you think WoW is so easy these days? and bigger than ever. Well, actually they are losing a TON of subs, but anyway my first point stands.

  139. Re:Then make games that are fun for more than 4 ho by Nukenbar · · Score: 1

    That's how I felt about NES Track&Field 100m dash. It was fun pounding the A button for the first 20-30m, but I never seemed to get past 60m. But one day I found a cheat code and I was about to finish it

  140. Mushroom Wars! by amiak · · Score: 0

    woo hoo!

    --
    accurately define good according to a criteria and seek it out.
  141. Love sandbox by Anonymous Coward · · Score: 0

    I love sandbox game. I don't care about replayability. I am not going to replay FO3. Way to long. But I love that I can choose what to do, when to do it and how. I don't mind if it is going to take me a year to finish the game (since I only play 2-3 hours per week). However, FO3 is pretty easy. You can wander or follow the quests. The difficulty is with dealing with the bad guys. Since you can save and reload it's not tough. Because of my play style I love the save and reload anytime I want.

  142. Re:As if quantity of content is its only measure.. by Maxo-Texas · · Score: 1

    Ug.

    Gurp takes the magic out of the game by letting you buy everything.

    Perhaps if you bought a roll on a table and every five rolls you got to pick a skill.

    Many Gurps campaigns I've seen are short, suffer from "character rebuilditis" (i.e. yes, my starting character was good, but now I've got a new one that's "better").

    A "tossed together" D&D game can easily run a year.

    Now, I don't know about this modern 4e stuff- it seems more like a boardgame than an RPG.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  143. Re:As if quantity of content is its only measure.. by Eunuchswear · · Score: 1

    In fallout 3 I got to 270 hours and would have kept going (was trying to break 1mega caps) but the fucking game kept crashing every 5 minutes.

    So I gave up.

    Fuck.

    --
    Watch this Heartland Institute video
  144. Re:As if quantity of content is its only measure.. by Bardez · · Score: 1

    Speaking of D&D, Baldur's Gate pulled this off really well. They did a damned fine job of allowing you to kill pretty much whatever you want, if you could suffer the consequences and it wouldn't ABSOLUTELY RUIN THE STORYLINE. I can only think of a fistful of people that this would apply to, usually those who would overpower you in a heartbeat anyway if you played through the story without cheating.

    That said, you could go wander around and do whatever, or go back to the main quest and events would pull you through to the same conclusion because of your relative uniqueness in the world, good or evil. It wasn't so much AI as accounting for "what would happen if you killed this guy?"

    --
    Perception is the thin dividing line between reality and fiction.
  145. Long games... by ittybad · · Score: 1

    I don't play that much, but I'm 55 hours (ridiculous -- I DO have better things to do) into Zelda: Twilight Princess on the Wii. The last time I played a Zelda game it was gold on the NES; I could beat the first part/quest of the game in about an hour. I'm only still on this 55 hour business out of sheer stubbornness. I did like Fable at around 10 hours though.

    --
    No single raindrop believes it is to blame for the flood.
  146. Simple != Easy by kenp2002 · · Score: 1

    Simple != Easy
    Complex != Difficult

    Tetris, Simple yet Difficult with difficulty scaling over time (levels get faster but game play doesn't change)

    Rubix Cube, Simple yet Difficult, difficultly scales with random configurations but plataues (as some point further randomization doesn't increase difficultly).

    World of Warcraft Complex but Easy (Difficultly is actually the interaction of players, not the actual game mechanics, e.g. Raiding is an excercise in managing people, the actual mechanics doesn't really get any more complex then a 5 man instance. If people know what to do raids are painless, when people are disorganized, they get harder.)

    Eve Online Complex and Hard. It seems easy on the surface but any player that has put in more then 3 months into the game will tell you the suprising complexity and difficulty once you get out into low-sec and null-sec.

    I think we all need to dust off our grammar and vocab and really start realizing that difficult, hard, simple, easy, complex, challenging all have different meanings. My day job is difficult but not hard. Super Mario Bros. is a simple game but can get pretty damn hard at times. /EndRambling

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Simple != Easy by petrus4 · · Score: 1

      World of Warcraft Complex but Easy (Difficultly is actually the interaction of players, not the actual game mechanics, e.g. Raiding is an excercise in managing people, the actual mechanics doesn't really get any more complex then a 5 man instance. If people know what to do raids are painless, when people are disorganized, they get harder.)

      WoW used to be hard. Granted, it was never as hard as EQ from what everyone said, but the fact that Activision have made it completely mindless now, is one reason why I and a lot of other people don't play it any more. The most successful of the older raiding guilds were complaining about it being too easy before the end of TBC.

      Every other RPG out there has followed WoW's example now, as well. It *isn't* what the players want; but try telling that to the suits. The suits have their eye on the stupid 14 year old kid whose grandparents just bought him a new computer, and who won't stay with a game for more than five minutes unless it's sufficiently easy that he can be almost comatose while playing.

  147. Rrrrriiiiigggghhhhtttt by Anonymous Coward · · Score: 0

    The only time that I don't finish games is because the plot/mechanics are so crap and dumbed down for teh console kiddiez(redding is teh hard) e.g. Oblivious, or because the game is so open that I get sidetracked doing other things which, generally, can be helpful later in the main plotline e.g. Daggerfall, Morrowind, X2: The Threat, X3: Reunion, X3: Terran Conflict.

    Then there are the games that really have no end, e.g. MANY 4X strategy games(the above fall into this category as well really as they're sandbox games). Well, I suppose that technically they do have an ending but they're just games that I'll replay over and over, e.g. Civilization series, Space Empires series, etc.

    Also, I replay various roguelikes quite frequently and even just restarting if the RNG is being exceptionally obtuse.

    As a matter of fact I DO prefer more complex open sandbox games v. moron games like bejeweled and the like, although I do occasionally get bogged down in solitaire. Simple games are for simple minds, as these people probably don't even read anything of moderate difficulty through completion, although admittedly they do comprise a LARGE portion of the population and virtually every console kiddie. (I had early consoles, then my interest kind of died off, then I came back for a while with PSX & PS2, but more recent consoles just don't have anything that interests me enough to buy one other than a handheld for playing on the go and which usually have older classic titles, e.g. Chronocross.

  148. Re:As if quantity of content is its only measure.. by Gaian-Orlanthii · · Score: 1

    I agree with you there. Stalker also had some annoying crap where if you ignored the wide open road ahead of you and decided to turn 90 and head off towards the faraway hills, you immediately ran into intense radiation zones suspiciously placed between unclimbable hills and large bandit camps.

    I think the main problem I have with this is that it belies the promise the game made when you bought it. 'Action! Adventure! Advanced AI! A Free Open World Where YOU Are The Hero!'
    Free and open my arse.

    Everyday, politicians in the real world lie to people and tell them that they're free and they live in a free world where everyone has the same opportunities. Bullshit. They're prisoners of an economy, free only to compete ever more ruthlessly amongst themselves while small groups of power elites sell the planet from under them. So when I buy a game promising freedom and heroics - I WANT THAT!.

    I don't want to be treated like a fucking errand boy ('Clear the rats out of that cellar, newbie.'). I don't want handholding help messages, I don't want the developer's assuming that I'm an idiot adolescent, I don't want North American culture influencing my heroics, I don't want to be forced to conform and I don't want to be punished for noncompliance.

    Why the fucking hell can't game developers understand that?

  149. Most games aren't interesting for more than that by flibbidyfloo · · Score: 1

    I've play a lot of computer games over the past 25 years. Most games suck. Of the ones that don't suck, most are only kind of good, and can't hold the average player's interest for more than four hours because they get boring and repetitive.

    Some really good games, like the Half-Life series, can keep you playing to the end. Some other good games, like Dragon Age, may keep you playing for quite awhile, but maybe not for 40-60 hours.

    However, looking at the success of MMOs gives the lie to these statistics. Millions of people have spent hundreds of hours playing the same game, and paying a monthly fee to do so. I assume it's because they are still interested in whatever it offers them. But many other MMOs have failed than succeeded. Again, I assume because they weren't interesting enough to keep people playing.

    I recently paid $5 for a little game called Trine. It gave me a good 5 hours of play, which I greatly enjoyed, and I was done. I feel good about that purchase, and I bet it didn't cost $40 million to produce. Honestly, I don't think I would have wanted to play it for 20 hours.

    I'd love to see more really good, short games, as long as I don't have to pay $30-60 for them.

  150. Re:As if quantity of content is its only measure.. by TOGSolid · · Score: 4, Insightful

    You're overreacting a hair with your rebuttal. Consider this: In Morrowind you could kill anyone, even if it broke the entire game. You could go do basically what ever you wanted. Hell, I didn't even touch the main quest until after many hours of just dicking around.
    Oblivion is horribly closed in and simplified, a trend that has sadly taken off with RPGs. Instead of living worlds like Morrowind and Baldur's Gate, we've instead got tightly directed experiences like Mass Effect and Dragon Age: Origins. It's a shitty trend and one I'd love to see come to and end, however gamers these days tend to not go for the old style RPGs. They consider them to be too clunky and without the constant carrot on a stick style of modern gameplay, most gamers these days get horribly lost and confused.
    Thank god for those crazy Russians and the progressively more and more awesome games they're putting out.

    Now if you'll excuse me, I've got some artifacts to go scan down.

  151. IT's time to wake up by geekoid · · Score: 1

    and realize that 'Gamers' isn't really a demographic with any meaning anymore. That's a good thing.

    Who doesn't play some sort of game on the computer?

    Some people who like game want simple one, some complex ones, some puzzles, some with explosive, some with a little of everything.

    I like some simple games, and some complex games.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  152. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    Sorry to hurt your nostalgia (and I agree, D2 was a brilliant game), but most D2 quests were grab X [, Y [, Z]] [and bring them to A], or kill X, or go to X.

  153. Oblivion by metamatic · · Score: 1

    The thing I hated about Oblivion was that when I leveled up a couple of times and went out to finally kick the asses of a bunch of bandits, they had all mysteriously leveled up too. Even the goddamn wolves had been collecting XP and turning into timber wolves.

    (That and the giant scary flaming vagina portals to the evil land of blood. Was it designed by a bunch of gay men?)

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:Oblivion by fractoid · · Score: 1

      Yeah, that sounded pretty annoying to me, although I never played. Yes, we get it, you kill a dragon to get a sword to kill a bigger dragon to get a better sword to kill a BIGGER dragon to... anyway. The point is the same dragon you just killed shouldn't magically repop a second later and a level higher, or the entire game could just be replaced with some target dummies that give XP. Not that it couldn't anyway, but I digress.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:Oblivion by Alok · · Score: 1

      Final Fantasy VIII suffered from the same problem, if you try to level up your party in the first few areas all the weakling monsters nearby suddenly start learning advanced attacks. Really lowers motivation to roam around and explore, since rushing to the end and finishing off the final boss would probably be as easy or difficult for a low level party, so training them to be mighty supermen is pretty much pointless.

    3. Re:Oblivion by Jedi+Alec · · Score: 1

      Actually, in FF8 the trick was to keep the entire party as low as possible till you got the GF's that gave an attribute increase when leveling :-)

      And yes, after receiving 90 +1 to everything's even Rinoa managed to kick at least *some* ass...

      You did need level 99 for some of the optional content though, going up against Omega Weapon with less would probably be rather painful.

      --

      People replying to my sig annoy me. That's why I change it all the time.
  154. Re:Most games aren't interesting for more than tha by oakwine · · Score: 1

    True flibbidyfloo, guess I'll claim the last 20 years and yes most of the games sucked. They did not live up to their hype or even their specs. I do not want to see good short games, really. I don't mind paying $60 or more either. But I do want to make sure I am getting a game I will really like. So, what is my game acquisition strategy these days? 1. Let the game be out long enough for the "new" to wear off. 2. Check in to the forums, see what the players are complaining about. Pay particular attention to the tech issues forums. It may be best to wait for a high patch level before considering the game again. 3. If the game is any good at all there should be some game play or play through videos on YouTube to watch. These will tell you more than all the hype and pro reviews. Read player reviews on metacritic and similar sites. 4. The ultimate degeneracy. The ultimate lazy. The game doesn't look worth buying, but watching someone else play it turns out to be entertaining. Spend some hours watching someone else do all the work while chugging cokes and snorting popcorn! And call it a day! Oh, yes. I agree the Indie game developers sometimes produce really good games for a low low price. So I keep an eye on ImpulseDriven and hang around gog.com for good deals on old classics.

  155. That won't work. by BancBoy · · Score: 2, Funny

    I am sorry, but DX:IW is the very definition of a bad game. It is quite literary the "Highlander 2" of video games.

    It can't be the Highlander 2 of video games, there can be only one Highlander 2!
    And I think you meant literally. I've never heard Highlander 2 referred to as literary...even amongst fans.

    --
    [UID-HeinzIntel]
  156. Re:Then make games that are fun for more than 4 ho by Anonymous Coward · · Score: 0

    I have never played Pacman or solitaire for that long. Tetris I think I did once...and then I stopped. Haven't played Tetris for more than a few minutes at a time. It's not interesting.

  157. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 1, Informative

    I think the reason people rag on Oblivion is because they compare it to Marrowind (SP). There you could kill anyone you wanted. The thing about the elder scroll games is the worlds gets smaller each release, daggerfall was absolutely huge (and glichy) when it came out. Each release seems to take stuff away, flying was available, kill anyone and just get the message "You cannot complete the main mission" if you killed a key character.
    If on the otherhand you compare it to other games you often find it is actually a pretty good game. Really if you compare it to Final Fantasy where you pretty much can't even attack the mage council, you have a couple of objects you can equip, and an upgrade to copper ring is the silver ring, and have to follow a very liniar path, can't invent spells, have limited skills, and must fight in a limited turned based system with over half of your team as a bunch of loosers than can't even join in, oblivion rocks.
    All of these people that "hate" oblivion because it is not Marrowind should go get Marrowind and play it again, I have it and enjoy it from time to time. It is not that oblivion sucks, it is that our expectations for a bigger better world like daggerfall was not presented. I was hoping they would expand it and you could travel to other areas (not some stupid island teleporter), but it still stands on it's own.

  158. Here's what they're not understanding... by DragonTHC · · Score: 1

    Their telemetry system doesn't tell them how the player feels at any given time. The player could be excited, frustrated, or bored during certain segments.
    Their system doesn't include the proper context to understand the results they're shown.

    I will complete a game if it doesn't suck. I have been a gamer for 26 years.
    If the developers have made the title too difficult to play or make a heavy rewards system that requires extra time or skill to earn, 90% of players won't bother.
    I have stopped many a game simply because the experience wasn't rewarding for me.

    Others, I have stopped playing because they make me physically ill. The "Cryostasis" I got free from EVGA is one such title. I can't play more than 15 minutes at a time because I get ill watching the game, but that's more the engine than the content.

    I recently just finished playing "Splinter Cell: Conviction" and it was a bit short. About five hours if I remember correctly. Coincidence? I don't think so. The game is short yes, but the other content like the co-op campaign and the deniable ops maps are there to pick up the slack when I am hungry for more. I would love to have a trilogy of stories each at 5 hours in an episodic format. I was left wanting more after the SP campaign in "Conviction" was finished. I am ready for more. Why can't they release great story games in episodic format?

    Complete all the episodes at once and release them a month at a time and charge less for them than the complete game.

    I certainly don't want a simpler game. But I do want a game which doesn't require a huge time investment to enjoy all the features or the extra content.

    If the publishers would understand that episodic releases are going to be better for their business, everyone would be happy.

    They could have charged $39.99 for the SP campaign in "Conviction". Then they could have tacked on $5 more for the deniable ops. For the co-op campaign and multiplayer, $10 more.
    Then they could have released another 2 or 3 SP campaigns or co-op campains for $15 apiece. That breaks the content into smaller chunks easier for consumption by everyone. Most are left wanting more. Then the extra campaign content is there for those who want more.

    --
    They're using their grammar skills there.
  159. As an adult, I have less time than I used to. by Anonymous Coward · · Score: 0

    Some games feel like I do need a simple mode for to get through. I generally pick easy when a difficulty option is presented because I know the less time it takes the more realistic it is that I will see the ending.

    That being said, I've been able to thoroughly enjoy dragon age. I think I'm about 70% through the game and it has a lot of complicated stuff but it's also simple enough to keep pushing through the story. I haven't been able to get into the trap/poison/herbalism stuff. I started to play around with it, but I need my AI guys to automatically do that stuff and there doesn't seem to be enough tactic slots at the point I'm at for me to program them. It seems like the required resources aren't as available as I would have expected either. But maybe I'm just doing it wrong.

  160. Overcomplication by vapspwi · · Score: 1

    I find as I get older that I don't have as much time to play games at a sitting, and I often go weeks or months between sessions with a game. I find that I spend a LOT more time and money on something like Rock Band, where I can play for as long as I want, quit, and come back later and resume with no problem. But I do still enjoy games like Oblivion, it's just that I only really play it for a week or two a year when I know I don't have much going on and have time to refamiliarize myself with the story and the controls and such. I've found in the last few years that some of the games I enjoyed the most were ruined by overcomplication. Take Burnout, the racing game, as an example - Takedown and Revenge were great games. Closed course racing, lots of fast, furious fun. Then came Paradise, and they made it into an "open world" game where instead of just driving the course and racing, you had to start trying to read a map and find your way around during the race. More freedom, less fun. The same thing happened after the first couple SSX (snowboarding) games - the third one tried to be a sandbox game, and it lost its focus on the stuff that was fun - the racing. JRjr

  161. Re:As if quantity of content is its only measure.. by DJRumpy · · Score: 1

    Actually no, the majority of quests weren't "Get X and return it ot "Y". Any quests to get item 'X' were all related to the major plot points like the Horadric Cube (required to create the key to get into the Durance of Hate). None of them were optional side quests. There were no quests to kill X number of anything other than the 4 prime evils which were the entire purpose of the game. It was linear in the sense that to get to a new area, you had to destroy the 'Act' boss, but every one of the was a key plot character like Andariel, the Travincal Council, etc.

    I can recall very few (read one hand) non-essential quests, and most of those were in the beginning to get you into the game and to show you the basic game mechanics to come. Each Act had a boss that had to be destroyed to proceed to the next Act, but that was the only real item you had to go back, and only due to the fact the portal to the next act would spawn in town.

  162. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 1, Informative

    Morrowwind wasn't really as big as it seemed. the game might have had 200 caves to explore, but really all it had was 5 caves copied and pasted 200 times. That's only huge and immersive if copying and pasting my comment here 200 times somehow makes it huge and insightful. It doesn't.

    More isn't better. I'll take 5 unique locations over 50 copied and pasted ones any day.

  163. ftfa: 'game studios admit they make games the wron by Anonymous Coward · · Score: 0

    "The thing is, we're not playing it wrong. What's happening is that studios are starting to look at the way they make games and concede that they're making them wrong."

    "So expect this; more games that reward that "dicking around" and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption."

  164. I can do that by Moraelin · · Score: 2, Funny

    Mostly I agree with you, but just to play silly:

    Name one great game that you didn't try to win.

    That's easy. Elite. I don't even think it can be "won" as such.

    Now name one crappy game that you did try to win.

    Daikatana. Hey, was curious, you know?

    --
    A polar bear is a cartesian bear after a coordinate transform.
  165. In defense of Fallout 3 by Anonymous Coward · · Score: 0

    I was one of the players that explored a little too much off the bat and ended up missing the entire GNR (radio station) mission of downtown D.C. The mission was still on my map, even AFTER beating the entirety of the game (without expansions). So what did I do after I beat the game and installed the expansion to keep playing and leveling? Went straight to that mission and beat it for my newly found collection of the Fat Man. So, I was still able to play everything I had missed with a level 20-something instead of less than 10 and almost every weapon in the game. The game was incredibly open and allowed you do to do what you want when you want as there were no "rails" whatsoever.
    If you missed something, it is because you didn't want to play that part.

  166. Re:As if quantity of content is its only measure.. by fractoid · · Score: 1

    If I had mod points I'd give you a +insightful, but I don't, so I'll give you a post instead. I think you make a good point - games are often marketed on their genre and their technical feature set, but there's not much press attention given to "is this game an RPG with a focus on puzzles" vs "focus on action / grinding / leveling / item collection". You don't see "Best sandbox game of its generation - but if you like story then ignore it". Maybe in the depths of a review, but the company's own marketing department should be trying harder to let their audience know exactly what kind of game to expect.

    Maybe it's something to do with the fact that even in the games industry, marketing people are often fairly generic (like 'managers' are) and tend to have little domain knowledge compared to their general 'marketing' knowledge.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  167. Re:Then make games that are fun for more than 4 ho by nanoflower · · Score: 1

    Personally I used to play a lot of the longer games (mostly strategy types) but lately I've gotten into games that have a lot of shorter sections like Plants versus Zombies or World of Goo. That's due to two things. First is it's easy to play a section when I have a little bit of time and there is a certain amount of replayability since you can change your strategy. Secondly I was running low on disk space for a long while. That meant I couldn't put one of the large games on the system. Now that I've added a new HD I'll probably be putting on some of the larger games again like Supreme Commander and Age of Empires 3. I would love to say I'll be putting Command and Conquer 4 on the system but based on what I'm hearing about the game I don't think I'll be buying it even though I played all of the previous games in the series. Som at least for me, both short and long games are great. Which one I go for depends on how much time I have. I'll definitely be looking at Diablo 3 and Starcraft 2 when they become available. Both games will take a long time to finish, but they are also broken up into short sections that probably won't take more than an hour or two to finish. That seems to be the best approach since it allows the player to maintain their progress in the game while allowing them to quit at just about any point.

  168. Re:As if quantity of content is its only measure.. by ahsile · · Score: 1

    The same thing we do every night, Pinky: Try to take over the world!

  169. As a general rule, less than five percent of a game's audience plays a title through to completion.

    Something tells me their definition of "game audience" is what's at fault here.

    --
    May the Maths Be with you!
  170. Yes... maybe by Anonymous Coward · · Score: 0

    Given that there is a bit of overlap between certain obsessive traits and geeks, it would make sense to me that a significant percentage of gamers will tend to play games in "unorthodox" ways, like only playing a couple of levels, never finishing the game, etc. I tend to have a bit of obsessive tendencies (some asperger traits, like obsessiveness and hyperfocus, with only subtle social challenges). I'll get into the zone and learn every nuance of a level. Playing the same track over and over in a racing game is far more relaxing to me than having to deal with 100 different tracks. I do the same thing with FPS's by learning every nuance of a few maps. It's not that I can't finish the game if I want, but it definitely feels more like "work" when I do, which is the exact opposite of what I want from a game. I'd imagine that there are quite a few people out there that enjoy getting really good at a smaller portion of the game than they do shifting to new environments. I've always felt that with the current trend towards more and more content, that whoever they are making games for, it's not me. The upside is that I can usually live with getting just the demo.

  171. Re:As if quantity of content is its only measure.. by fractoid · · Score: 1

    A "tossed together" D&D game can easily run a year.

    Maybe not everyone wants to spend a year playing a 'tossed together' game?

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  172. Depends on the quality by HalAtWork · · Score: 1

    It depends on the quality. Dragon Quest VIII is an excellent 80+ hour game. Castlevania: Symphony of the Night is an awesome 15+ hour game. Sonic 2 is a perfect 2 hour game. After Burner Climax is a great 15 minute game.

  173. Re:As if quantity of content is its only measure.. by Alok · · Score: 1

    I'm sure open ended exploration can be quite enjoyable, but what I dislike about Oblivion's design is that iirc the level up bonuses to attributes are randomized, and of course there are specific ways to level a character to open up / max out most of the skills & attributes etc. I can accept random enemy encounters (Final Fantasy series for e.g.), random treasure in chests ... but when an *rpg* game, where you build characters, throws virtual dice to help determine stats that can get really frustrating if I just want to focus on building up the party properly. I actually prefer the simpler format of Diablo, Fate etc. where every level up you get a fixed number of points to distribute among stats, no need to wonder if I should try replaying a level due to OCD about getting the best stat roll :)

  174. Nethack! by evilninjax · · Score: 1

    I've played Nethack for countless hours over the years and always return to it. I've ascended about 5 times, i think. Every time I come back to it, i fall in love with it all over again.

    I can't think of another game that has affected me like that

  175. Who's watching me play? Big Brother? by Requiem18th · · Score: 1

    How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.

    This, believe it or not is one of the things that prevents me from buying a Wii.

    My main reason to buy a Wii would be getting Megaman 10 and Dr. Mario so I'll probably need to plug it into the net, but it bothers me that it tracks and logs every thing it can about me, from the hours I play and time of day to how log I spend playing a level.

    How come nobody complains about it?

    This is a Wii so the arguments of "If you are doing nothing wrong..." is fucking retarded, I just don't want Nintendo to probe it's cold fingers into me without my consent.

    So I vote with my wallet by not playing their games.

    Also, am I the only one who is offended if a game makes itself easier because a player has troubles with it? Perhaps as an opt-in option it would be ok but if a player sucks at a game let him get better at it dammit.

    You know what is lacking in modern games? challenge.

    --
    But... the future refused to change.
  176. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    So let me get this straight. You haven't finished many games cause the story is weak. Yet you don't like a heavy story cause you just skip through it. So what is it exactly that you want? Your saying you like the story in Dragon Age cause you can pay minimal attention to it and still know what to do, so do you just want a giant arrow in front of you at all times pointing you in the right direction?

  177. Re:Then make games that are fun for more than 4 ho by Blakey+Rat · · Score: 1

    Maybe you're just getting older, your tastes are changing, and your response has nothing at all to do with the games industry. Or maybe you're buying crummy games, I suppose that's a possibility too.

  178. Re:As if quantity of content is its only measure.. by ultranova · · Score: 1

    No single player game is going to allow you to do what you want where you want because unfortunately the AI isn't all that advanced and won't be in the foreseeable future.

    On the contrary, an increasing amount of games relies on emergent behavior, which is just a few steps away from a real AI, especially since the current trend in hardware is towards massively parallel systems which are a perfect match for AI. I think that the first real strong AIs are just around the corner.

    If you want an open ended game where you can do anything, grab a bag of dice, a dungeonmasters guide and start creating some characters!

    I remember reading the Dungeonmaster guides for a few games, and the one feature they all had in common was a lengthy section about how to force the players to do as the Dungeon Master wanted. Understandable, since nobody likes to see their carefully drawn plots be disrupted, but also completely undermining the "total freedom" always toted about pen and paper RPGs.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  179. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    No, the parent indicated a good story is key, while pointing out that you can also go too far trying to push the story (too much dialogue) when it's not needed to follow the story or doesn't add to the main plot story. So much so that it gets in the way of gameplay.

    You simply have to find a good balance.

    Good gameplay isn't all black and white, but some happy median somewhere in between.

  180. Grenades by manekineko2 · · Score: 1

    Really? I've been playing FPS since Wolfenstein, and I thought that the switch to move grenades onto their own key was a stroke of brilliance.

    Grenades in FPS aren't used like other weapons, and having to switch to them like they were another weapon and then use some complex grenade interface meant that I generally never used them at all in old games.

    Having them on their own key meant I could use them to supplement shooting with a gun, which made them fun/easier to use and meant I actually used them.

    1. Re:Grenades by Ziekheid · · Score: 1

      A grenade is a weapon right? Why wouldn't you have to switch to a grenade like you would to any other weapon?
      It's like you wouldn't switch to pistols anymore but just hit the pistol key and instantly shoot your pistol without ever really switching.
      The same goes for knifes, why the hell does every game have an instant knife button nowadays?
      Like in Modern Warfare 2. You just happen to run into someone? Fuck skills, all you need is to be the first one to hit the knife button and bam! instant death while in the past you had to switch to your knife aim properly for the target and in various cases hit the target multiple times (if you didn't aim for the back properly on the first stab for example).

      I'm sure a lot of people like dedicated instant-nade keys, I just think having to switch (like you would IRL too btw) to it adds to the game experience and adds to the game on a tactical level, you can't just randomly throw nades all over the place and hope for the best you need to time your switches right.

      But i'm really getting offtopic since those are just my personal annoyances.

  181. The Chekhov's Gun problem by FoolishOwl · · Score: 1

    I'm inclined to agree with the article.

    Fallout 3 was, in many respects, among the best games I've played, in my favorite genre. Yet as much as I enjoyed it, I felt frustrated while playing, because there's too much stuff, and insofar as I'm invested in playing the game, I feel as if I'm somehow obligated to find and use everything in the game. This is fun for a while, but eventually, when you're searching for the 28th Nuka-Cola Quantum or 97th Nirnroot, it gets painfully frustrating -- at least, until you get your next quest reward.

    CRPGs suffer from Chekhov's Gun, that is, every element that appears in them is expected to be meaningful. So, you create a game with dozens of distinct types of gun, or medieval weapon, or what have you, and it's expected that you're going to collect and use each one at some point.

    Another favorite game of mine was Portal, which was a short game, which basically taught you how to play the game, had a final confrontation, then ended. There weren't really any extraneous elements. That's one direction to go in.

    Another direction is the path followed by Neverwinter Nights 1: the initial campaign basically demonstrated the elements of the toolset, which the community used to recreate classic D&D modules and to create new ones, generally on the short side.

  182. Re:As if quantity of content is its only measure.. by hairyfeet · · Score: 1

    While I agree about Oblivion, it really is hard to make a game "open ended" without risking having the player completely fuck his game up. Take Divine Divinity for example. Great game, fun as hell IMHO, but you have to be VERY careful when it comes to unique items, because you can sell or lose quest items and make quests pretty much unwinnable.

    So considering it would be pretty much impossible to have a sandbox style RPG with perfect freedom due to the fact that like DD you could completely bone your game beyond any chance of winning, and to try to figure every possible combo so as to insure that doesn't happen would probably take a decade for any decently sized RPG, you really ought to cut the game designers a little slack. even in the GTA games, which are known for letting you go nuts, they wouldn't let you have control during the cutscenes or interact with important NPCs. Why? Because it would have been too easy to blow away or screw over the ones providing jobs and thus leaving you "trapped" unable to advance in the game.

    --
    ACs don't waste your time replying, your posts are never seen by me.
  183. Rentals by purplepolecat · · Score: 1
    So, a lot of gamers are playing the game for 4-5 hours, then not playing it ever again...

    Maybe they rented it. And didn't enjoy it enough to buy it or rent it again.

  184. Re:As if quantity of content is its only measure.. by Mike+Buddha · · Score: 1

    I'm really at a loss thinking of what it is you supposedly can't do in 3 that you could in the others.

    You can't influence the outcome of the world, except for the most basic "you were bad"/"you were good" sort of way. In 1&2, you'd travel from location to location, and influence the outcome of a storyline for each locale. The choices you made would occasionally affect other locations, but for the most part they were independent, allowing player the freedom to do the right or wrong thing as they pleased. The stories for each location are compelling and unique. The end of game wrap-up was a reward, showing you how you changed each location, and the future of each place based on your actions.

    With 3, all the locations were pretty much generic. There were not a lot of sub-missions comparitively speaking, and nothing really affected anything. 3 added absolutely nothing new to the world of Fallout. In 1, we were introduced to the Super-Mutants and their origin. In 2, the Enclave made its appearance, and we learned of their origins and motivations. What did 3 add? Zip. Zilch. Nada.

    All in all, the writing in 3 was weak tea compared to 1&2. I've played 1&2 many, many times and still enjoy going back through playing the games from time to time. In contrast, 3 went to Gamestop as soon as I was finished running through it and the DLC a couple of times. Bethesda would be wise to hire the guys formerly of Troika to write for them. I liked 3, but it's the weakest of the trio. I hope Bethesda doesn't continue to mire the world in mediocrity with New Vegas.

    --
    by Mike Buddha -- Someday the mountain might get him, but the law never will.
  185. Re:As if quantity of content is its only measure.. by gknoy · · Score: 1

    By "didn't make a good enough attempt" did you mean "did not optimize one's character specifically for killing them"? Many "X special NPC is killable" situations rely on things like having just the right item handy or using some exploit, or being very high level [and having level scaling NPCs turned off], or the like. At least in Fallout3, if I wanted to walk into a town and level it, I could [u]try[/u] -- and barring only ammunition constraints and kiting distance, I pretty much could clear-cut most friendly towns if I wanted to. (I never have wanted to.)

  186. ... and give us a Recap feature by gknoy · · Score: 1

    Maybe it's that I'm getting older, thus not longer feeling compelled to "beat" a game, but I haven't felt the urge to actually "complete" a game recently. At some point it becomes repetitive, requiring the same steps to be repeated over and over and over, and it's usually that point where I decide that it's just not worth it.

    I have not finished Zelda: Twilight Princess yet. I'm a couple chapters in, I've met the princess, been in the shadow realm a few times, and CANNOT bear to pick it up again.

    The game is fun to play as far as micro-encounters go.
    I still like hitting monsters and solving puzzles.

    However, I have no damn clue what I'm supposed to be doing plot-wise or quest-wise, because it's been months since I last played it, or perhaps I missed what that one NPC told me to go do. I'm un-eager to muddle through re-starting the game, but I've forgotten enough major plot points (or objectives) that I've been really frustrated the few times I tried to continue.

    I like having quest logs (even ones like in Oblivion which are somewhat obscure sometimes) and lists of objectives that I can open and review if I need to. Being able to re-watch (as well as skip ;)) cutscenes from chapter beginnings / ends or transitions would do a TON to help me understand What i'm supposed to do and Why.

  187. Re:As if quantity of content is its only measure.. by hairyfeet · · Score: 1

    If you like D2 you'd probably like Sacred Gold. I picked up it and Divine Divinity from GOG, and while I find DD to be quite enjoyable it does suffer from that "Where the hell do I find foo?" problem, whereas Scred, while having tons of side quests you can do or ignore, has a really nice quest logbook which not only keeps up with conversations but also gives you a general picture of the area the quest is located at and marks the map.

    And I have to totally agree about games not feeling like designers actually played them. The only thing I REALLY hated ( and I am FAR from alone) about DD is the first dungeon sucked, so what did they do for the sequel? Design an even suckier dungeon, twice as large! Arrrgh!

    --
    ACs don't waste your time replying, your posts are never seen by me.
  188. The 90 percent are pirates by Anonymous Coward · · Score: 0

    "I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'

    Other "studies" have shown that a game's player base often consists of up to 90% or more people playing pirated copies (Look up World of Goo stats). This would correlate with the quote above. I remember when I used to copy tons of games (now I copy none); I would go through them play a bit, then move on to the next one. There'd be that rare game that held my interest, but really, when you own too many games, it's pretty damn hard to invest much time in any single one of them.

    Now, I invest tons of time into fewer games. I played Fallout 3 almost exclusively for 9 months. Then moved on to GTA IV which was already bargain priced and 2 years old by the time I got to it.

  189. Re:As if quantity of content is its only measure.. by Maxo-Texas · · Score: 1

    and some people don't like to play games at all.
    and some folks don't like role-playing games.

    My point is that even a casually tossed together D&D game has legs. Some D&D games where the GM invests a little effort are over a decade old.

    I'm not talking about those "canned" campaigns sold like TV shows by WOC. I'm talking about custom games with their own worlds, language, culture, etc.
    D&D is archtypical.

    The half dozen to dozen GURPS games I have known of were short. Months in duration.

    Same for Champions where you can "buy" what you want. We had one person who had a new character every session. There was no investment in a character since a new one was 99% if not more powerful than the existing one.

    Due to the 'level' and 'experience' nature of D&D and the restricted number of archtypes, you invest in characters who become extremely rich over time.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  190. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    No single player game is going to allow you to do what you want where you want because unfortunately the AI isn't all that advanced and won't be in the foreseeable future.

    Arcanum was quite a nice game, with really lots of possibilities. One consequence was that there were so many events, side-quests... that it was possible to forget the main plot. You could actually interact with most NPCs and your stats would influence the whole conversation. Guards/bystanders would react if you started damaging public property or breaking into someone's house. Most objects could be destroyed, and you could also wipe NPCs - or turn them undead, if you wanted to. There was also the technology vs magic theme, characters options, and the period where the story takes place (industrial revolution-ish). The AI itself was good (IMO), but on most computers you would start to see lags when too many NPCs were involved in a fight.

    I believe there was recently a patch from the community that fixed many bugs, items and quests. Might be worth checking out.
    Still, I agree with you on this point:

    If you want an open ended game where you can do anything, grab a bag of dice, a dungeonmasters guide and start creating some characters!

  191. Re:seconded... = not quite by Anonymous Coward · · Score: 0

    Fallout 3 had one of the most vivid and lively environments available in an open world game. Without mentioning the great main storyline, even most of the side quests were interesting and the inhabited places felt alive and lived-in.

    As for character-environment interactions, you could touch and pick up almost any piece of crap lying around -- from a single discarded cigarette to an abandoned finance clipboard. Sure it might have been nice to blow up a door here and there, but most of those many, many doors didn't lead anywhere or if they did, their opening was part of a legitimate plot -- asking for every door in a giant city/map to be openable and to lead somewhere is unrealistic considering today's technology.

    Just look at Red Faction Guerrilla: it was awesome to be able to break just about everything and enter almost anywhere, but resource considerations made it so the map was rather sparsely populated -- the day that allows a GTA4-type map to be entirely destructible would indeed be a sweet one.

  192. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    Because without those books you'd be essentially building your own game from the ground up which would take an incredible amount of time and work. GURPS gives the GM a loose framework from which to make his or her's own game. Every RPG provides this frame work, GURPS is just looser and infinitely more versatile as the rules are less focused on one specific vision of the "world" and it incorporates a huge number of themes that the GM can mix and match.

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  193. Re:As if quantity of content is its only measure.. by centuren · · Score: 3, Interesting

    If I'm playing a game with a storyline and a quest, I want the gameplay to be tight, focused on the storyline, and with minimum to no distractions or side quests. I play those games for the story, I don't want to wander around lost or go off and do other things- I want the story, and I want a well written plotline engaging and long enough to be worth the game with nothing else tacked on.

    I won't disagree with your interest in well-written stories, but the thing about side quests and unmarked quests is that they are optional. I can understand your stance perfectly, but I like a game to have optional exploration -- a lot of it. You can play Fallout 3 from Vault 101 to Megaton to GNR to RC to the Jefferson Memorial to Vault 112 and keep going until the game is over, but you'll miss out on chatting with Harold, finding Rockopolis, rigging an election in a shack, and so much more.

    I look for storylines mainly in RPGs and for an RPG to work, I need to have some space with my character that isn't in the "tunnel of events" that so ofter describes how I feel about the main quest line. Video games tell stories in which you have limited control over your character, which presents a unique dilemma: you might pick a profession, allot personality traits, select gear, make limited decisions that reflect on your personality in largely insignificant ways, but, in the end, you're going to end up fighting the same final boss and saving the world. The more is taken up by the main quest, the more events for your character are scripted, and more and more of the decisions you have to make can only take you in the one direction.

    Side quests and exploration free you from that problem, even if just a little. You can succeed, or you can fail. You can be a hero, or a bastard. Since they don't affect the ability to complete the game, they create more room to play your character and interact with the in-game world. I don't consider such things distractions. In my mind, being able to wander into towns that have things going on that aren't tied to some destiny of mine makes the story all the better.

  194. Re:As if quantity of content is its only measure.. by cyclomedia · · Score: 1

    I agree with your points but would like to add my own. I like to be able to play games with a storyline/plot but there are often weeks (even months) between times that i play. So take the classic SCUMM games, if you dont remember a particular clue in a particular conversation you're SOL because characters dont usually repeat their clues after they've told you once (got stuck on this on Monkey Island 1 - because i forgot the guy in the prison cell had mentioned a cake his aunt had baked or something.)

    My other big issue is games that get too hard and/or have locked areas you can't get to without remembering and mastering insane complex moves. Basically skateboarding/snowboarding/fighting/golfing/other sporty games. Maybe i'd just like to casually play on all the courses and get some basic points / achievments but i cant because i have to "unlock" half the game that i paid for to be able to play it. Couldnt they leave the courses/areas open but make the acievements require high levels of skill in them all (e.g. collect all the gold stars that are in really high up spots).

    --
    If you don't risk failure you don't risk success.
  195. Re:As if quantity of content is its only measure.. by ultranova · · Score: 2, Funny

    What a coincidence. I want a browser that doesn't freeze when I open the Frozen Bubble website - or any website, for that matter - in another tab.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  196. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    I don't mean to sound insulting but what it sounds like is you're dealing with bad and /or lazy GMs. In offering GMs more flexibility they do up the amount of work required to get a game running properly, but it's worth it in terms of providing a better experience to both player and GM by not micro managing every aspect of the game, often in nonsensical ways, and in providing a rule set that is organized both to be as complex as the GM wants it to be and organized in a fairly logical manner. Plus, if a GM really needs a game world provided to them there are game world modules they can buy and then trick out themselves should they desire.

    Due to the 'level' and 'experience' nature of D&D and the restricted number of archtypes, you invest in characters who become extremely rich over time.

    I would say that in D&D, all you ever have is an archetype. On top of that, while everyone should play what they like, I personally loath these abstract constraints. They ruin character immersion for me.

    As for your comment above:
    "Gurp takes the magic out of the game by letting you buy everything.
    Perhaps if you bought a roll on a table and every five rolls you got to pick a skill."

    I don't understand how character points take the magic out of a game. In fact, what you seem to describing, leaving character development completely up to luck, seems like a great way to have a completely unfocused character having skill sets completely out of wack with what the player wants (plus this is not what D&D does at all either).

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  197. Re:As if quantity of content is its only measure.. by brkello · · Score: 1

    I think it has less to do with the quality of the game and more to do with our society/culture. We have so much to do and so little time. It is hard to find the time to play a game, and when you do you play it when you can. Then the next big games comes out that they want and they buy that and play that.

    I personally don't have a problem playing games to the end. There are tons of great ones out there. I just wouldn't blame the game designers for people quitting before beating it. I think that is just how people are these days. Maybe put a little ritalin in the water supply and everyone would be beating everything.

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  198. Incomplete data; How good was the game? by LordZardoz · · Score: 1

    Telemetry data is great for telling you what players actually do within your game. However, it will tell you nothing at all about what they think of your game, except in the most indirect manner. It will only tell you what the player did, not why.

    If someone plays a game for 5 hours, that is about enough time to fully familiarize yourself with the interface and the controls, and to sample the game play. If you think about it, 5 hours is also about the amount of time that a TV viewer will give to a tv series they are interested in to decide if he likes it or not.

    In addition, if a user stops playing a game, the telemetry will show that the user has stopped playing (by the obvious indicator of no further telemetry from that particular user). It will not say if he stopped playing because the game was too difficult, the only indicator will be if the telemetry can tell you he had to replay the last section they were in a few times in a row unsuccessfully. But if your 60 hours of content were just really goddamn boring, then the only way you can find out if the problem was specific to your game is to compare it to other games that the user in question plays. However, last time I checked Activision does not share its user info with EA, or Ubisoft. Or vice versa.

    END COMMUNICATION

  199. I like my games to last as long as possible by __aatirs3925 · · Score: 1

    I like my games to last as long as possible such as my favorite RPGs. It always makes me sad when I know I'm almost done the game and I always want to play more but developers tend to not release DLC expansions. I beat every game that I own unless it was a horrible, horrible game (think shadow the hedgehog). I'll go through every level from beginning to end, corner to corner and explore the world thoroughly completing every quest that I possibly can without using strategy guides or cheat codes. If a game will last me less than 60hrs, then I won't dish out the full price of a game for it but wait until the price is more or less $20 or less. I won't ever buy used games (gotta support my fav publishers somehow), and am happy to spend 100+hrs on a single RPG like Star Ocean for example. It's games like those that make me wish that the gameplay lasted 500+hrs and then some! In my entire life of gaming, I have only seen one person cheat to get from one place to the next and hate long games, and that person has anxiety issues. I doubt that only 5% of gamers complete games and point fingers at developers wanting to make cheaper games and sell it for the same price.

  200. My Pet Peeves by izomiac · · Score: 1

    It seems I've had a bad run of flash games lately that exemplified a problem present in many games. You might have ten different weapons, each with their own time-consuming upgrade path or whatever, but only a couple are actually useful. Improper balance causes two problems. First, I have to use trial and error to determine what weapon the designers liked in this game. Second, the game becomes either too easy because I have the good weapon, or impossible because I'm not using a good weapon. In other words, strategy is useless, because it's either unnecessary or there's only one valid one (which, again, is determined through trial and error). Older games demonstrated this latter principle by having the boss who's immune to everything except his one weakness, which was only to get people to use the otherwise worthless POS weapon taking up space in your inventory.

    The solution isn't to simplify games. That just takes out the trial and error, which makes it less annoying, but equally boring. The solution is to balance perfectly. This is very hard. Sadly, the universe tolerates a lot of mediocrity, so the mediocre game developers will continue to screw this up and make mediocre games. Alternatively, they'll screw it up by adding useless pseudo-variation, like two rapid firing weapons with slightly different damage/reload times, but identical damage per second against high HP enemies. At which point players pick their weapon based on the graphics and animations.

  201. Re:As if quantity of content is its only measure.. by lennier · · Score: 1

    +1, Huge

    --
    You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  202. NCODA by Anonymous Coward · · Score: 0

    "gamers want simpler games" - Over generalization

    There are multiple types of gamers, and ALOT of them like complex games!

    What are the most popular games? World of Warcraft - that game is certainly not simple?

    My favorite game at the moment is Heroes of Newerth because it is complex! There is so much variety in the heroes that each game is unique.

    This article to me sounds like statistics for Casual gamers only.

  203. Nix the x-hour standard. by Anonymous Coward · · Score: 0

    I wish the X-hour game value meme would go die under the flabby buttocks of the marketing drone that spawned it. It's wholly irrelevant to perception of a game's value. A short, good game can entertain for hundreds of hours, as players will be receptive to experimenting in the game. Puzzle games are probably the pinnacle of this concept, but games like Cave Story (and Metroid-vania platformers generally), Portal (and many explorative action-adventure games), and Morrowind also stand out in this regard. Any of them can be completed on their respective "normal" modes in just a few hours by a semi-competent gamer who's insistent on just completing them, but these games go out of their way to encourage experimentation, exploration, and improvisation, so many players decide to play these kinds of games at least twice (and often come back for good OR bad sequels).

    Incidentally, the length of a bad game is even more meaningless. Most players won't bother sitting through a bad game. This goes double for games that start good and end up awful -- those would usually benefit from cutting off early and leaving the audience hanging -- sequel!

  204. Re:As if quantity of content is its only measure.. by Daniel+Phillips · · Score: 2, Insightful

    I think of the exact opposite. I don't like sandbox games at all. If I'm playing a game with a storyline and a quest, I want the gameplay to be tight, focused on the storyline, and with minimum to no distractions or side quests. I play those games for the story, I don't want to wander around lost or go off and do other things- I want the story, and I want a well written plotline engaging and long enough to be worth the game with nothing else tacked on.

    So I am not going to buy any of the games you buy and you are not going to buy any of the games I buy. Stories on rails bore me to tears. I gave up on Final Fantasy XIII in disgust 20 hours in. If I want that I will watch a movie. As the GP noted (where are the mods) Oblivion is my idea of a near-perfect game.

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    Have you got your LWN subscription yet?
  205. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    plus this is not what D&D does at all either

    To be fair, D&D used to do this: You rolled your dice and maybe your DM let you pick a dump stat or drop the lowest die or whatever. People stopped doing it because they pointed out that if you were just average, you were going to live out an average life, tilling the soil and letting the above average guys slay the dragons and save the world.

  206. Re:As if quantity of content is its only measure.. by Daniel+Phillips · · Score: 1

    I'm sure open ended exploration can be quite enjoyable, but what I dislike about Oblivion's design is that iirc the level up bonuses to attributes are randomized

    Incorrect. The levelups in Oblivion are completely deterministic, although the rules can seem a little subtle. See here.

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    Have you got your LWN subscription yet?
  207. Phoning home by Anonymous Coward · · Score: 0

    an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games ... I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"

    Maybe 4-5 hours is how long it takes for the average player to notice or learn that the game is phoning home, and block that shit.

  208. Re:As if quantity of content is its only measure.. by Anonymous Coward · · Score: 0

    That's pretty much why I've all but given up on video games. Almost nothing is marketed towards what I like to play. Give me a great puzzle game like Portal or Machinarium and I'll be a happy camper. But rarely do I see any of those kind of games advertised, it's usually the next big realistic FPS or some overblown action game.

  209. Re:As if quantity of content is its only measure.. by Maxo-Texas · · Score: 1

    Hey, I don't mind it if you insult GURPS GM's. There are so many tho that I'd peg the game system first.

    I do not play AD&D 3 or 4.

    Sometimes by limiting choices, you bring out the real differences much more distinctly.

    While Baltar and Aurelia are both clerics with similar abilities, yet one is a drunken lush, driven half made by torture, given to bragging at the hands of the secret police while the other is a prophet of god, ruler of a bucolic domain of peasants and religious warriors, who loves gourmet food. The game is in the story. The game is in the GM finding the buttons to push, or the moral issues to explore. And in providing an environment for the players to wander around in going where their impulse or sustained desire takes them.

    Siri the elven thief is nothing like the obnoxious Caw brothers.

    Skills are picked up exactly randomly because life demands them- sort of how you pick up skills in real life after you finish college. If you need to learn to sail- maybe your character has it in them-- but maybe they don't have the willpower to finish it and wander off halfway through training. Sort of like how people really behave (as opposed to how they would like to behave).

    If you think all you ever have is an archetype, then you are missing the magic of D&D.

    I can understand that-- WOC just keeps cranking out new games and slapping "D&D" on them-- but they really are not any more.

    I knew Gurps GMS I thought were good. I played in a multi GM "Champions" game that lasted over a year. But that was it. Nothing sustained.

    Which is okay if you want to keep trying new experiences I suppose. I always wanted the depth that takes time to develop.

    Until the players really buy into the world and their characters, they can never be so terrified of a plotline that they call an early close because they are too tense to continue that week.

    There is a freshness to new campaigns tho and some get good stories out of them. Short isn't necessarily bad. It's just short.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  210. Simpler = Profit by EricTheO · · Score: 1

    Developers would love to make simpler games that sell for the same price as a good detailed games. Remember most games sell to a "market pricepoint" not to an amount based on developement costs.

    --
    -Eric
  211. Small games are satisfying by exallon · · Score: 1
    In the last few years I have only completed short games. The best experiences has been with very casual games like Frogger 2 (you haven't missed it have you?) it's about 5-6 hours of gameplay. Also Gauntlet dark legacy on PS2 is a super game for the casual player.

    What I haven't finished Never winter nights 2, Baldurs gate etc.

    But note that the difference between long and simplistic is very important. You can't just produce short crap.

    I have and is still playing World of warcraft but it is combining the two worlds. There is no rush to reach 80. But when you reach 80 you can get your short action playing for 1 hour or even less. But you can return over and over.

  212. Re:Then make games that are fun for more than 4 ho by Ezel · · Score: 1

    Actually, of the above mentioned examples, Pacman has a "linear, follow-and-succeed path". But it's really hard to learn and master it.

    --
    Prosp long and liver.
  213. Games are fine just too long by tbresson · · Score: 1

    IMHO most games are too long. It's probably because it takes time to make a good story, create all the graphics, sound etc. It would seem a shame to just entertain the gamer for a few hours and would be a waste of money. I think there's a solution on the way already - episodes & DLC. If you create all of the above but only release a small piece of it the game price could drop making more people try out the game and if you do play it through you'd probably want more. I prefer to play the game and wanting to play more instead of buying a game a never completing it. It probably depends if the gaming industry wants to take the chance that people won't buy more content because they tried it and didn't like it. Though I think it would balance out fine since you only need to make less content if you're unsure and you'd probably sell more games if it's initial costs is cheap because people can afford to give it a try. But who knows ? :)

  214. Fallout 3 huh? by Pyrion · · Score: 1

    I've only managed a single playthrough, and I honestly don't know how considering how often the fucking game crashes. My patience for big games wanes each time I have to replay through something I've already been through simply because the developers couldn't be bothered to fix their mistakes.

    --
    "There is much pleasure to be gained from useless knowledge." - Bertrand Russell.
  215. Re:As if quantity of content is its only measure.. by vuffi_raa · · Score: 1

    f I'm playing a game with a storyline and a quest, I want the gameplay to be tight, focused on the storyline,

    well, I think that both sandboxes and rails have their place, I think that for me the supreme example of how I hate a tight storyline rail was when I played hitman 2, there was a level that I played in that game that drove me nuts because you had to assassinate this official who was having a meeting and the only way to do it was to go into a watchtower and snipe- snipe from the bushes, and his head blows off followed by him getting in a limo and taking off- run up with a rifle and gun down every single guard and the official, after everyone has been killed cut to him getting in a limo and taking off- there was zero room for movement. Those kinds of restrictions make a game no fun since half of playing a game is restriction and half is free will, if you don't balance the 2 and lean too far in either direction then a game tends to lose a lot of enjoyability.

  216. Re:As if quantity of content is its only measure.. by fractoid · · Score: 1

    Couldnt they leave the courses/areas open but make the acievements require high levels of skill in them all (e.g. collect all the gold stars that are in really high up spots).

    Actually, this is a gripe that I have with pretty much all modern games, compared with 'classic' games. Back in my day, when it snowed uphill both ways and kids kept off my lawn, the only thing stopping you from getting somewhere in a game was whether or not you could actually GET there, within the game mechanics. Back then I imagine that if you'd gotten to the extra life on Sonic stage 1, and been told "I'm sorry, you don't have enough Chaos Points to collect that extra life, you need 9200 or more!" then you'd have said "What the FUCK is this SHIT?" and thrown the cartridge in the bin.

    Now you're expected to accept it when the game says "No, you can't race on track 3 until you've come #1 on track 1 fifteen times while whistling the national anthem backwards and masturbating a skunk." Apparently those fifteen laps of skunk masturbation comprise half of the "90 HOURS OF GAMEPLAY!!!!!!!!" that are advertised.

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    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  217. Re:As if quantity of content is its only measure.. by Simetrical · · Score: 1

    I also recently started playing Dragon Age (Bioware). . . . On the plus side, it allows a fairly free story line, with your choice of what order you want to solve the major plot points, and what side you want to be on

    What?! Where's the option to join up with the darkspawn? I must have missed it. :(

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  218. Minority? by Anonymous Coward · · Score: 0

    Am I in the minority then? I tend to pick a game and play it to death, then pick another one and do the same thing. The games I spend less than five hours on are the ones that I end up disliking in the long run.

    I LOVE 60-hour games, because my fifty or sixty bucks gets me several weeks of entertainment. If games get shortened and simplified, their prices should reflect that, but we all know they won't. I'll end up paying fifty or sixty bucks for a couple of days, instead of weeks.

  219. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    Hey, I don't mind it if you insult GURPS GM's. There are so many tho that I'd peg the game system first.
    I was insulting your GURPS GMs. The ones I've played with have had no problem running a fun and lengthy campaign, thank you. Well the good ones anyays...

    I do not play AD&D 3 or 4.
    It's fine you enjoy using the old rules but I find the older the D&D rule set is the less logically it's laid out. Armor class starting at 9 for basic humans? THAC0? Hit points? So I'm to believe that my level 18 character can take 20 hits from a battle axe? Or did the battle axe just nick him 20 times and he bled out? Maybe he was nicked 19 times with no effect to his well being (what are the odds of that?) and the last hit actually hit him square? Armor that makes weapons miss rather than reduce damage like real armor (never mind the fact that real armor would actually make you easier to hit due to encumbrance)? How about the fact that my magic user can never effectively learn how to use an axe without duel classing and having to take on a shit ton of other baggage. I just want him to practice using an axe when the party makes camp for the night! Clerics can't use pointed weapons?! Religious people are some of the most violent people in history, why would they not use pointed weapons!? It just goes on and on...

    Sometimes by limiting choices, you bring out the real differences much more distinctly.
    I would go the other way and say that by not restricting characters, players get the characters they want rather then their own spin on an archetype. All of the characters you describe below your comment could just as easily be made in GURPS.

    Skills are picked up exactly randomly because life demands them- sort of how you pick up skills in real life after you finish college. If you need to learn to sail- maybe your character has it in them-- but maybe they don't have the willpower to finish it and wander off halfway through training. Sort of like how people really behave (as opposed to how they would like to behave).
    If skills were picked up randomly in real life there'd be a ton of people who would know how to shoot and maintain a flame thrower, fly a jet plane or build a nuclear reactor for no reason at all. Most important skills individuals posses to any real degree of sufficiency are intentionally learned and practiced. I know how to drive because I watched others do it and payed attention, went to driving school, and then practiced a whole bunch. From there I got even better by using said skill regularly. All of this was done intentionaly.

    Me choosing for my character to learn "axe wielding" is me role-playing my character as practicing using an axe while the party is camped for the night or perhaps some other likely scenario. My character randomly picking up "singing" as a skill even though my character, as I've created him, has no interest in singing, just makes no sense at all.

    Also, I don't know why you keep bringing up Champions, I certainly never mentioned it as an alternative to D&D. If I want a super hero game I'll plug in the GURPS Supers book with a Modern Tech book and then throw in PSI, Robots, Aliens, Sci-Fi, or whatever else I can think of for added flair that fits my vision for my campaign. I've heard bad things about the Champions rule set and so have never tried it.

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  220. Re:As if quantity of content is its only measure.. by Maxo-Texas · · Score: 1

    Champions, like GURPS is a system where you buy your character with points.

    I get it, you don't like D&D.

    The rest of the my point, you are not getting my because you are not really listening or perhaps just have an alien perspective.

    So I'll quit here.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  221. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    I get your points, I just don't think they're very good and explained why.

    Then again, you've mounted your high horse and road off into the sunset, so what do I know, right?

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  222. Re:As if quantity of content is its only measure.. by mqduck · · Score: 1

    You can't influence the outcome of the world, except for the most basic "you were bad"/"you were good" sort of way. In 1&2, you'd travel from location to location, and influence the outcome of a storyline for each locale.

    Huh? In 3, you can literally blow up the biggest city in the game!

    Bethesda would be wise to hire the guys formerly of Troika to write for them.

    There's no way one could possibly disagree with this statement. A Bethesda game with Troika writers would be killer.

    I hope Bethesda doesn't continue to mire the world in mediocrity with New Vegas.

    Bethesda isn't making New Vegas. It's being made by Obsidian Entertainment, which is apparently the reincarnation of Black Isle Studios. Chris Avellone is Lead Designer. So, uh, you should probably be excited. ;)

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  223. Spore by Anonymous Coward · · Score: 0

    Just look at Spore. It had incredible software behind it. Brilliant ideas. Endless potential. But they dumbed everything down so much to appeal to the "main stream audience" that the actual gameplay was incredibly repetitive and boring with zero depth at all. The game didn't exactly bomb but it wasn't the "second Sims" that EA had wanted. Game companies, stop designing games for the people who will play them once or twice and then give up. They DON'T LIKE GAMES.

  224. More Options by Anonymous Coward · · Score: 0

    Even though not every gamer traverses every aspect of the game, each gamer has their own style and enjoys different challenges. So between maybe 10 different gamers, each taking on a specific portion of the game, they will have beaten it. As a gamer I would prefer the different options a more complex game has to offer than a more linear gameplay.

  225. Re:As if quantity of content is its only measure.. by Mike+Buddha · · Score: 1

    Huh? In 3, you can literally blow up the biggest city in the game!

    Yeah, but it's still there. You can still finish your missions. The change is a minor cosmetic one.

    --
    by Mike Buddha -- Someday the mountain might get him, but the law never will.
  226. Re:As if quantity of content is its only measure.. by Maxo-Texas · · Score: 1

    No high horse. Just tired of frakkin with you.
    Nothing new was being said.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  227. Re:As if quantity of content is its only measure.. by skam240 · · Score: 1

    Yeah, because me mentioning the fact that 2nd edition D&D is about as logically laid out as some metaphor that suggests illogical layout was something I had mentioned before. Oh wait, it wasn't.

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