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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.'"

66 of 462 comments (clear)

  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 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.

    3. 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.

    4. 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.
    5. 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!
    6. 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.

  3. 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.
  4. 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.

  5. 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 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

    3. 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.
  6. 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
  7. 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
  8. 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.

  9. 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 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.
  10. 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
  11. 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.

  12. 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 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.
  13. 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 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/
    3. 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/
  14. 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?
  15. 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 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.
    2. 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.

    3. 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.

    4. 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. 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.
  17. 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 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.

    2. 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

    3. 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".

    4. 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
  18. 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.

  19. 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.

  20. 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.

  21. 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.

  22. 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...

  23. 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!

  24. 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)
  25. 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.
  26. 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.
  27. 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.
  28. 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.

  29. 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.

  30. 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.
  31. 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
  32. Re:As if quantity of content is its only measure.. by Duradin · · Score: 3, Insightful

    Ahh GURPS, the linux of PnP RPGs.

  33. 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)
  34. 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.
  35. 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.
  36. 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!

  37. 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.

  38. 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]
  39. 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.
  40. 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.

  41. 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.

  42. 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.

    --
    Have you got your LWN subscription yet?