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Developer Panel Asks Whether AAA Games Are Too Long

Gamespot reports on a discussion at the Develop 2011 conference in which a panel of game designers debated whether recent big-budget releases like Heavy Rain and L.A. Noire were too long for a typical gamer's taste. Quoting: "'Gamers are losing patience,' said [Alexis Kennedy of Failbetter Games], when asked about his own experiences with Heavy Rain, 'so many people don't reach the end and lose the full impact of the story.' He wasn't complimentary of its narrative either, questioning the benefit of basing a game on long-form narrative such as film, resulting in a 'bastardized' storyline that doesn't quite work. ... The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. Since gamers are paying less money, there's less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged."

342 comments

  1. Short games are fine, but... by tempmpi · · Score: 5, Insightful

    obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

    --
    Jan
    1. Re:Short games are fine, but... by Culture20 · · Score: 1

      obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

      AAA games would probably sell for $5 in the bargain bins like the John Deere games. "Tow the cars to the shops before the state impounds them!"

    2. Re:Short games are fine, but... by gl4ss · · Score: 3, Insightful

      if it's got replayability value, it would be good.

      it's just that boring games are boring. if there's MAGIC in it, it doesn't matter one flying fuck if it takes 1000h to play it. you will play it. problem is if the long playtime comes from shitty cutscenes everywhere, unimaginative levels and an engine that is extremely boring(doesn't make a good illusion, contrary to what some producers believe, the illusion doesn't get better if you add environment mapped tears or focal blur to make it seem like a shitty movie set the game is in). maybe many people don't finish heavy rain because it sucks - as a game. good luck making a sequel then.

      --
      world was created 5 seconds before this post as it is.
    3. Re:Short games are fine, but... by Eraesr · · Score: 4, Interesting

      The problem isn't that games are too long, it's that there's too many of them I want to play. And I'm no student with too much time on my hands anymore, so I just can't keep up with all these games. The result is that I have to cherry pick my games among them which means that some developers won't get my money because I chose other games even though I still wanted to play their game.

      So in that sense it's probably true that if game developers made 2 hour games (or more realistically, something that takes about 8 - 10 hours) for 30 bucks a pop I'd be playing more games than I do now and my gaming money would be spread across more developers.

    4. Re:Short games are fine, but... by Anonymous Coward · · Score: 1

      A 2h game is not worth anything. Maybe a dolar if you're in a pinch for some crappy entertainment and you're retarded or lack common knowledge to find free web games.

    5. Re:Short games are fine, but... by derGoldstein · · Score: 5, Interesting

      Well, we're assuming that the length of a game means that if you play "diligently" from the beginning it'll take you a certain amount of time to finish the game. Here are a few issues that come to mind:

      1) Game environment -- e.g Portal 2. Many people treated the game as a race, or a kind of test. It took me about 12 hours to finish it. When I tell people that, those who treated the game like a test almost laugh (some say they finished in 5 hours, which I'm not even sure is technically possible), while others say they explored every nook and cranny and it took them 15 hours or more. I actually did take my time to explore, but I didn't find at least two or three very interesting hidden clues which, I learned later, I just walked by.

      2) Non-linear content -- e.g The Witcher 2 (and other RPGs, but especially the Witcher 2). If you only complete the game once, then no matter what choices you took, you don't have the whole picture. Never mind that you could have taken different paths, and in doing so changed how the game progresses and ends. If you only played once then you don't know all that there is to know, and you've only "consumed" about 60% of the game. Having said that, if, once you finish the game for the first time, you don't get the itch to play it (*at least*) one more time in order to explore the "what ifs", then the game simply wasn't for you. Which if fine, but you probably should have known that about yourself when you picked a "hardcore" RPG.

      3) Gaming style -- Crysis 2. I actually didn't play the game, since FPSs aren't by cup of tea, but I heard the following many times: "I used stealth a lot, and felt like by doing so I missed out on much of the gameplay". This isn't quite the same as the previous example, since in this case you *did* go through the entire rail, but you used a particular gaming style -- stealth. This time the replay value depends on whether you enjoyed the game enough to do it over and play differently, even if the game has already shown you everything it had to show you. There isn't an easy answer for this one, IMO, since if you bought the game then you *are* an FPS fan, so it really becomes a question of personal taste.

      In the above 3 examples the game "contains" the production value that warrants a $50-60 price tag, but it's up to you if you actually see/consume it all, regardless of whether you've completed the game.
      Finally, here's my point (well, part of my point...): What if you *could* finish the game in 2 hours, even on your first playthrough, and the rest of the game's content could only be encountered in replays? I'm not talking about Civilization or Sim games, I mean a game where you make decisions to guide a narrative. I suppose one answer would be "it depends on how good the game is", but then that's *always* the way you gauge if a game was worth the money, and you can only do so after you've finished it.

      --
      Entomologically speaking, the spider is not a bug, it's a feature.
    6. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      I'd rather pay 5 bucks for an older AAA game than buy an indie game for $20.... I think that most indie game makers think they can impact hardcore gamers with their offerings and they are just so WRONG.

    7. Re:Short games are fine, but... by zget · · Score: 2

      Long cut scenes? Why are we just talking about single player games here. If you also develop a great multiplayer the game can get so much more playability and kick for the buck. I can't count the hours I've played Cod4, Modern Warfare 2, Team Fortress 2 and countless of other great multiplayer games (or actually I can, all of them show 300-1000 hours in my Steam stats).

      If you want single player games with re-playability and such, theres always games like Civilization, which I also love. But multiplayer is where the most fun is and it's great to see game developers starting to spend time on that aspect. Multiplayer isn't just the normal deathmatch, capture the flag etc. It now has roleplaying elements like leveling and adjusting your game classes and characters to fit your playing style. This is especially where the CoD series and TF2 shine.

    8. Re:Short games are fine, but... by rainmouse · · Score: 4, Insightful

      obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

      Perhaps what he really means is long and fun games are being selfish because people can play them sometimes 100+ hours instead of buying dozens of shitty 2 hour long games, each for the same price. What these greedy developers don't seem to get is that there is only so much disposable income that can go on games. If a single game is played for a very long time or pirated, the money doesn't disappear it just goes into something else and if the piracy and long games ceased to happen, there is still the same amount of money to go around. No magic pot of gold will suddenly appear.

      If I loose interest in a 10 hour+ game, its not because its too long, its because its a shit game.

    9. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      Indeed. Finishing WoW takes forever...

    10. Re:Short games are fine, but... by SilentStaid · · Score: 1

      Of course, that's assuming that they don't kill whichever server you're attempting to connect to. Or now that CoD is moving to a pay-for-play model...

      Call me crazy, but the amount of gaming you're able to get out of online-multiplayer titles is about to go down, drastically.

    11. Re:Short games are fine, but... by atomicbutterfly · · Score: 1

      Agree 100% with this. I'm exactly in the same situation - too many games I want to play (damn Steam and its sales/catalog) and not enough time to play them all.

      Well, I could play them all, but then there'd end up with more games down the line to play, so I'd eternally be keeping up.

    12. Re:Short games are fine, but... by zget · · Score: 1

      Yes, at some point the multiplayer servers will be shut down. Usually it's when the player base has fluctuated anyway and you couldn't find anyone to play with (apart from lan scenarios). But why skip all the fun just because down the road they might close it down?

      Have a few good years playing the game, or if the game keeps updating and developers add new features and stuff like with Team Fortress 2 keep playing for longer. By that time the game has really paid itself back. Compare this for example to a night out or eating at a restaurant, where the $50 can be gone in a few hours. Would you skip dating a girl you really like just because you might break up with her a few years later? Nothing lasts forever, but that's not a reason not to enjoy it while it's there.

    13. Re:Short games are fine, but... by muindaur · · Score: 1

      Red Dead Redemption is one of those long games that has replay value. We still play "highest bounty longest" games to see how long we can survive. The ability to go back to any mission to try for gold helps add some challenges (a bit of cheating not using the Gatling guns as we are much faster on the rifle.) If we care about the character AND want to shoot some of the NPCs in the head from the start of the first cut scene THAT is good story telling.

      There are games that have too many cut scenes, and too many forced "press this random button" cut scenes. I tend to stray away from those. Since I don't feel like I'm actually contributing to defeating the bad guy in those.

    14. Re:Short games are fine, but... by jitterman · · Score: 3, Interesting

      It also assumes that you enjoy the multiplayer experience. I used to love it as a younger gamer (in my 20s & early 30s), but I don't get out of it what I used to. Tastes change with age. I'm not denying the value of multiplayer, but it doesn't appeal the same way across the board to everyone; for my money, the fun is in succeeding in finishing the single-player campaign feeling like gameplay was engrossing and the story line was intriguing enough to hold my attention.

      --
      For conscience is the wound, and there's naught to staunch it
    15. Re:Short games are fine, but... by hairyfeet · · Score: 4, Insightful

      I would have to agree and would also add that the reason people aren't finishing is because you games suck and quickly become boring as hell.

      A good example of one sitting on my drive gathering dust is RF Guerrilla. The weapons suck so bad with you only able to carry a tiny amount of ammo and the game spans assloads of bad guys if you so much as hit a lamppost on bad guy turf, even if there isn't anyone around for miles, so the whole game ends up "Run your ass off from one vehicle to the next" and then just run over everything in the vehicle. BORING. I ended up having to put a mod that made the pistol rounds into explosives just to have some fun, but it gives ALL the characters that have pistols explosive bullets so if any AI allies (which are all dumb as rocks and will happily shoot you or run in front of you while you are shooting, dropping your morale score) have pistols you and everyone else is ragdoll city.

      Compare this to something like Bioshock where there was always something new to see and do, or No One Lives Forever 1&2 where they actually spoofed the genre, or Just Cause 2 which was a crazy blast fest of insanity and mayhem. Those were FUN and I was happy to play all the way through and sad when I reached the end.

      The problem is these bozos think a "cinematic experience" should be walk in a straight line, scripted battle, walk in a straight line, cinema scene, lather rinse repeat. After you have seen the second level and seen it is more of the same why bother finishing it when it will just feel like work.

      If any of the devs are reading this? It is a GAME and FUN should be first and foremost, not your frustrated desire to be a director! Quit rehashing the same linear corridor crap and make your game FUN with a capital F. If people aren't finishing your game the goal shouldn't be to just give us less for our money, it should be to not make your game so damned BORING that nobody wants to finish the fucking thing!

      You think we are gonna pay $50+ for less game in smaller boring bites? Screw you, quit making suckfests and give us something worth playing through! This would be like saying "Oh our crappy music isn't selling anymore, so our answer should be just make Titney Spears and all the other crap CDs only 12 minutes long for the same price! that's the ticket!". All this harebrained "idea" will do is give us more titles in the bargain bin, because most of us are felling ripped by the crapfests they are pushing out now, making it a little shit instead of a big dump isn't improving things.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    16. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      What if you *could* finish the game in 2 hours, even on your first playthrough, and the rest of the game's content could only be encountered in replays?

      Sounds awful to me. Unless the replay is 100% different (in which case it would be more like a separate campaign/mission/episode instead of a replay), you're forcing the gamer to endure some repetition just to earn new content. You're also minimizing the accomplishment of beating the game because the player knows they're only a fraction of the way through the total content of the game -- unless the player doesn't know, in which case they won't realize they need to replay it.

    17. Re:Short games are fine, but... by PopeRatzo · · Score: 5, Insightful

      obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

      I guarantee that when the game developer decided that games are too long, the notion that they were also too expensive did not enter his brain for even a microsecond.

      I don't know about this guy, but when I finish a "AAA" game lately, I'm much more inclined to say "This is too short, I feel ripped off." than "Gee, that was waaaay too long".

      Here's a RULE for the genius who thinks "AAA" games are "too long":
      "If it feels like's it's "too long" then it's not a "AAA" game, it's just a crap game that somebody spent too much marketing money on."

      --
      You are welcome on my lawn.
    18. Re:Short games are fine, but... by SilentStaid · · Score: 1

      You're right, it's a very good point and something that I agree with - I'm simply stating that the amount that you do get is less than it used to be is all. Multiplayer gaming is still the best bang for your buck entertainment wise, I believe.

    19. Re:Short games are fine, but... by jitterman · · Score: 1

      Tourrette syndrome, ladies and gentlemen, Tourrette syndrome, thank you very much. It'll be here all post, so come out and support the illness. Oh and please be generous and tip your Cowboy Neals; they work really hard for you so show some appreciation :)

      --
      For conscience is the wound, and there's naught to staunch it
    20. Re:Short games are fine, but... by Hatta · · Score: 2

      Why don't you pick one good game and play it through, rather than trying to play everything? You don't need to play everything. I'd rather not have developers water down their games for people who don't really enjoy games enough to play a long one. If developers started making 2 hour games, I wouldn't play any of them. You would have to make games ridiculously shallow experiences to complete them in 2 hours. You don't even begin to get into the groove of a good RPG until you've sunk 8-10 hours into it.

      --
      Give me Classic Slashdot or give me death!
    21. Re:Short games are fine, but... by Totenglocke · · Score: 2

      But multiplayer is where the most fun is and it's great to see game developers starting to spend time on that aspect. Multiplayer isn't just the normal deathmatch, capture the flag etc. It now has roleplaying elements like leveling and adjusting your game classes and characters to fit your playing style.

      All of which boils down to the fact that it's still prepubescent little shits who have no life who rape you the second you purchase the game and go online. You may think that "multiplayer is where the most fun is", but those of us who were gaming back when you weren't even old enough to use a keyboard generally despise it and hate the current trend of 30 minutes of single player and then repetitive multiplayer.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    22. Re:Short games are fine, but... by heathen_01 · · Score: 1

      The problem is these bozos think a "cinematic experience" should be walk in a straight line, scripted battle, walk in a straight line, cinema scene, lather rinse repeat. After you have seen the second level and seen it is more of the same why bother finishing it when it will just feel like work.

      Exactly! If I had mod points they would be yours...

      How many times would you play chess if the game played out exactly the same way?

    23. Re:Short games are fine, but... by Sczi · · Score: 1

      Particularly due to having small children, I appreciate a good and proper PAUSE button, which multiplayer games generally won't have.

    24. Re:Short games are fine, but... by mcvos · · Score: 1

      if it's got replayability value, it would be good.

      it's just that boring games are boring. if there's MAGIC in it, it doesn't matter one flying fuck if it takes 1000h to play it.

      That's exactly what I thought when I saw the title. There's no such thing as "too long". There's only "too boring". A good game will make you forget the time, which causes its own brand of problems, obviously, but I'll never blame the game for that. I'll just love it more.

    25. Re:Short games are fine, but... by mcvos · · Score: 1

      "If it feels like's it's "too long" then it's not a "AAA" game, it's just a crap game that somebody spent too much marketing money on."

      I thought AAA meant: Too much marketing money was spent on this. I have no idea what else distinguishes AAA games from other games. (What other classifications are there in this scheme anyway? It sounds silly.)

    26. Re:Short games are fine, but... by hairyfeet · · Score: 2

      And the funny part is I have seen cheap ass games get it right and AAA titles get it wrong! I would name as an example one I picked up cheap called Nosferatu. In this the castle levels are randomly generated so you have NO idea what is coming next! Believe me you'll be ready to crap your pants when you walk in a room thinking it is gonna be a cakewalk and walk around the corner and there is 4 master vamps about to rise from their coffins and you only have two stakes!

      The downside of this is it will re-randomize even between saves, which means you can save in a nice cleared room and when you restart be stepping into hell. But you know what? I'd rather have that than another linear corridor cinema fest. NO reason to explore, NO secrets, NO differing paths, it feels like you are a cow being drug by the nose to market. Just same shit, same weapons, same bad guys, same levels, hell it feels like putting in time at the job instead of playing!

      I don't know why the word GAME doesn't seem to ring any bells with these bozos but it is really irritating. They will take a single idea and beat the living shit out of it. How many games have a stupid two gun limit now? How many shooters do the crouch behind Chesty McWallhigh bullshit? How many are filled with achievements for every damned little thing you do? Or give you lousy guns or too little ammo thinking it will "create tension" when all it does is piss you off that a 15 year old girl could carry more than the big bad ass marine?

      it is stupid, pointless, derivative, dumb, treats us like idiots, boring, and most importantly NOT FUN AT ALL! If you want to make a damned movie, get in the movie business! If you want to make GAMES then make them FUN!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    27. Re:Short games are fine, but... by x6060 · · Score: 1

      I completely agree. I use to enjoy multiplayer but when I got a real job I no longer had the time to devote to a game where I could get as good as the 14 year olds who dont do anything all day but play video games. The only game I have come close to actually getting good at in multiplayer in the last 10 years has been league of legends.

      So I prefer a single player experience that I can start and stop as needed. Also I really hate people that trash talk in games. It makes a person look like an idiot.

      Mass Effect 1&2, KOTOR 1&2, and even COD:MW 1&2 are great in single player! I wish the COD:MWs would actually have a longer single player campaign. Also they need to bring back the AC-130 Specter.

    28. Re:Short games are fine, but... by hedwards · · Score: 1

      That's not really a problem either, at least not for gamers, the issue tends to be giving the player a reason to complete the game. Assassin's Creed failed miserably at that by being way too repetitive, Assassin's Creed II remedied that problem and is a treat to finish. I had no issues finishing FO3, FO:NV, Prototype, Infamous or BM:AA because the games were actually interesting enough to finish.

      In fact I finish more games now than I ever used to in large part because I'm actually compelled to do so via the plot and other elements that weren't really available in the past.

    29. Re:Short games are fine, but... by macshit · · Score: 1

      ... and in the case of COD4, I hope they were targetting multiplayer, because the single-player campaign takes about 15 minutes to complete...

      --
      We live, as we dream -- alone....
    30. Re:Short games are fine, but... by gauauu · · Score: 1

      Some multiplayer games now have skill matching systems that actually work well. I played Quake Live for awhile, and now am playing Starcraft 2, and both have pretty decent systems of matching you against players of similar skill, so that you always have fun. I was pretty average at both games, but am able to have a blast playing against other average people.

      but those of us who were gaming back when you weren't even old enough to use a keyboard generally despise it and hate the current trend of 30 minutes of single player and then repetitive multiplayer.

      I'm not sure who are referring to, but I started gaming back in arcades and on the Atari 2600, and I still prefer a well-designed and balanced multiplayer experience to most single-player. It's just a matter of taste, not of age and experience.

    31. Re:Short games are fine, but... by zeroshade · · Score: 1

      I'd rather pay $20 for a very good and fleshed out replayable indie game, than $5 for an older AAA game.

    32. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      I've got to agree with the "Long cutscenes" point. Nothing sucks a player out of a game more than these scenes that stretch on forever... Cutscenes make sense but they ought to be SCENES - not entire 30 minute mini-movies!

    33. Re:Short games are fine, but... by sortius_nod · · Score: 1

      There's a John Deere game? SWEET!

    34. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      I have one thing to say: DEUS EX 1

      Reinstalling, myself. :)

    35. Re:Short games are fine, but... by nschubach · · Score: 1

      I'm sorry, but Red Dead was a terrible game. I got so sick of watching the butchering cut scene that I altogether stopped butchering. After robbing a train and finding it was pointless I wound up venturing off to find a new town with better missions than the follow the dog to the same spot every time to catch the same criminal stealing the same horse at night. I was killed by cougars just about every time I'd go off the beaten path (and sometimes when I was on the path) with absolutely no chance of being able to get them before they leaped out of nowhere. Even the "karma" system that was in the game was horrible. They pushed you as a "good guy" the whole time in the cut scenes. The only reward for getting negative karma was a horse which was slightly faster than the 30 odd ones you could have stolen by then. Taking out a hideout before the story line took you there also caused issues and I wasn't about to restart my game for that. It was so dead simple to do anyway. I'd hide behind a rock, and head shot people one at a time. Nobody even tried to come out of the buildings and get me. The beginning of the game left such a bad taste in my mouth that I stuck it on the shelf and haven't returned.

      Otherwise, I agree. Cut scenes suck, as do those Quick Time Events I never bought God of War 2/3 because of them.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    36. Re:Short games are fine, but... by Dogtanian · · Score: 1

      So in that sense it's probably true that if game developers made 2 hour games (or more realistically, something that takes about 8 - 10 hours) for 30 bucks a pop I'd be playing more games than I do now

      Sorry, are you really saying that you'd be happy to buy a game that worked out at $15 an hour?

      Frankly, I read the summary talking about games taking 10 hours as if that was a long time, and I'm thinking "WTF?!"

      Granted, I'm not that much into games these days, and the ones I do play are quick, easy-to-pick up, casual ones. But if I wanted to play the type of game that was effectively "play once to the end" and whose playtime it made sense to measure in hours with the implication it was intended to be completed (e.g. Pacman *wouldn't* be that type of game), I would consider 10 hours to be short!

      Is this what gamers want nowadays, or is it a result of game companies' obsession with playing wannabe Hollywood (*) and thus having to generate content to fill every sodding hour of a game, rather than designing it more cleverly to be a dynamic, open-ended experience?

      (*) The games industry is still under the impression that this is a sign of growing up, maturity, seriousness, blah blah. Actually, it's the opposite- a sign of adolescent immaturity in the industry, wanting to be like an older art form and tying it down with stupid, pre-created storylines as a result, just like the early cinema being compared to the theatre.

      When the industry stops comparing itself to Hollywood, is comfortable with its *own* conventions, etc... *that* is when it will have grown up.

      I find it risible when games companies show off their crappy pre-rendered sequences with mannequin like uncanny-valley figures and gush about emotional depth and story like they're creating a film. News guys- your plastic attempts at film noir (or whatever) would get laughed off the screen if presented as a "real" film.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    37. Re:Short games are fine, but... by El_Muerte_TDS · · Score: 1

      I finished Portal 2 in about 5 and a half hours, and I didn't race and I did explore the area a lot (found various great easter eggs). The game was really short of the price tag. Of course I bought the game in a recent Steam sale. But it really wasn't worth the original price of 50 euros *for me*.
      For me, Portal 2 was too short. The puzzles were simply not very challenging. But that's a problem with creating puzzle games, it doesn't scale well in difficulty. At least Portal 2 didn't contain a lot of nonsense padding to make the game longer (and thereby tedious) like a lot of games do (e.g. Dragon Age 2 was about 50% tedious padding.)

    38. Re:Short games are fine, but... by tnk1 · · Score: 1

      I enjoy a good cutscene after I have just done something challenging, like cut through hordes of enemies or take on a boss/mini-boss. A few minutes of cutscene really lets you sit back and enjoy your accomplishment.

      Three things that cutscenes need to have: good story value, good timing (when they are presented), and the ability to turn them or or escape out of them on replay.
      Not being able to skip the cutscenes on replay is really, really annoying even if they are good in other respects.

    39. Re:Short games are fine, but... by Quiet_Desperation · · Score: 1

      That's what turns me away from a lot of these call of modern duty warfare type games. I rented one (can't even tell you which one), and it was short linear section, and then I was tossed somewhere else in the world, and I wasn't even the same character. To be honest, it struck me as being like a Wii party game. Shoot up this base! Now rappel out of this helicopter. Now a stealth segment. Now you're shooting in a tunnel! You're on a boat! And so on.

      I'm not the sort who projects myself into a game, but I like to have *a* character that I use and build up, be it RPG style XP or just finding better weapons and armor. Skill trees of some sort are always welcome.

      Compare this to something like Bioshock where there was always something new to see and do

      Bioshock Inifinite has recently reached a level of anticipation for me equal to Skyrim and ME3.

    40. Re:Short games are fine, but... by cyclomedia · · Score: 1

      I agree with your analysis and in my experience your points can all be found in the differences between Halo:CE and 2. The first Halo offers more in terms of all three of your points: The game environment is generally larger and there are more areas to explore (or at least, nooks and crannies if not full blown sections), There's a little non-linearity in certain sections, though not massively so you do get to do a few minor things (like getting 3 lots of marines air-lifted out) in a different order but also in terms of how you "attack" some of the larger scale battles (get a tank, or a warthog, or snipe) and this leads into the final point, there are entire sections of the game (mainly ones involving the flood) that you can charge through at high speed, or take your time to kill as many as possible. The former is more efficient but leads to the feeling that you've missed out.

      Even though these three areas (and they do bleed into each other) aren't massively fleshed out in Halo:CE, when you play Halo 2, which feels more firmly on rails, and confines you to a number of set piece battles interspaced between sitting on an elevator/gondola/light-beam-thing/kayak and waiting you realize just what it is you are missing out on.

      I think somewhere in my rambling was the point that it's sometimes more subtle than you realize, and that a game doesnt need to be GTA "open" to feel open.

      --
      If you don't risk failure you don't risk success.
    41. Re:Short games are fine, but... by tompaulco · · Score: 1

      I hate to agree with an anonymous coward, but...you're right. The games I buy end up being less than $1 an hour of gameplay, I couldn't see paying $10 for a game that I would be done with in two hours. I would be totally pissed.
      I have over 100 hours into Final Fantasy X-2 and almost 100 hours into Red Dead Redemption. On both, the story line was completed at 60 or 70 hours and now I am just mopping up to get 100% complete, but they are still fun and getting down to 50 cents an hour of gameplay.

      --
      If you are not allowed to question your government then the government has answered your question.
    42. Re:Short games are fine, but... by Unkyjar · · Score: 1

      To underline your point about cinematic game design:
      http://gamerjunk.net/wp-content/uploads/2010/11/wpid-fps.jpg

    43. Re:Short games are fine, but... by nschubach · · Score: 1

      AAA games are those where you drive around in a tow truck and rescue people from ditches or help replace their battery/tire.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    44. Re:Short games are fine, but... by Anonymous Coward · · Score: 1

      Exactly my thoughts: People stop playing the game because it gets boring (Oh, I have to assassinate another guy, Assassin's Creed 1?) or tedious (God, I have to scan another planet, really Mass Effect 2?). If you get the pacing, difficulty curve and story telling right, people will play your game from start to finish. Muck up one of those, and it is easy to do, and people will become frustrated or indifferent, losing the motivation to finish the game in the same step. Crashes and other technical glitches can also make a player give up, though that's more rare (Oh hey, 'The Westerner' that won't let me continue past scene X without crashing and whose savegames could not be loaded after applying the patch for that issue, forcing me to start over from scratch.)

      Recent examples (last year...) I've played and my perceived playtime:
      - inFAMOUS - good length, took me multiple evenings to finish. Bit of a slouch in the middle but I got through it.
      - Assassin's Creed: Brotherhood - good length, took me multiple evenings to finish. Never got boring.
      - Red Dead Redemption - good length, took me multiple evenings to finish. Bit difficult to get into but once 'immersed' there was no stopping...
      - Call of Duty Black Ops - ridiculously short (are you kidding me, 60 bucks for this? - short), Done in one evening, no boring spot though.
      - Modern Warfare 2 - too short, done in 2 evenings, not boring though.
      - Halo: Reach - could've been a bit longer but kept me entertained a few evenings.
      - StarCraft II - good length, some missions were stressful to play though.
      - Portal 2 - bit short, done in 2 evenings (7 hours according to Steam) but there's still the multiplayer to do (which I normally do not touch).

      The Red Dead Redemption example is a good one: I loaned it to a friend, he played 3 missions and gave up. For some reason, the game failed to draw him in, but it had me hooked completely until the credits were rolling.

      P.S. I actually did finish ME2 despite the 'scan planet' grinding, could've been a bit longer too but it was OK.
      P.P.S. I recently found an article on Half-Life Blue Shift where the editors complained about the shortness of this add-on, at 'only' 8 hours. What has happened that these days we are supposedly unable to finish even the shorter games of late?

    45. Re:Short games are fine, but... by krotkruton · · Score: 1

      I don't see why it's a problem for players to not finish games. I almost never finish games, and I don't want to; it doesn't add much value to me. As an example, I remember playing FFVII, finishing all the side missions and mini games, collecting all the best items, leveling up to beat the extra bosses, and then feeling no need to defeat the final storyline boss because it felt like I had accomplished so much more. I was ok with it then, and I'm ok with it now. I remember getting over 100 hours of playtime out of that game, and it was great.

    46. Re:Short games are fine, but... by AngryDeuce · · Score: 1

      Nothing pisses me off more than this recent trend of games having only 8-10 hours of single player content and a bunch of multiplayer. I've bought far too many games over the last few years only to have them rotting on a shelf within a week of purchase. More than any other thing, it has driven me completely to the used game market. I think the last console game I paid full price for was maybe Red Dead Redemption. I'm not giving these people $60 for 5 hours of entertainment, I'm just not gonna do it.

      See, multiplayer is boring, particularly shooters with the same tired 8v8 matches. Once you've been teabagged by an 8 year old screaming racial epithets into the mic, you've pretty much just experienced any shooter's online gameplay. Some people get off on that, I have the FPS Doug type friends that foam at the mouth every time the hear about the newest Call of Honor: Battlefield Black Ops 2 - Electric Boogaloo so they can get their fill of teabagging the teabaggers, but to me it's just tiring.

      There's too many good MMO's out there to waste time with that. Free to Play is getting really hot right now, too. I spent $10 on Lord of the Rings: Online and got at least 1500 hours of gameplay out of it before I needed to take a break. Champions Online was good for a few months for 0 investment at all. Right now, I'm playing Global Agenda: Free Agent, an MMO Third Person Shooter, probably have 200 or so hours on that so far, all free. Team Fortress 2 is now free to play. Spiral Knights and Alien Swarm are 2 other decent F2P games, available on Steam.

    47. Re:Short games are fine, but... by hedwards · · Score: 1

      Because you're paying for the entire game and it should be compelling enough that you want to finish it. It's a really bad thing if players don't think that completing the game adds much value.

    48. Re:Short games are fine, but... by Culture20 · · Score: 1

      My nieces actually thought it was kind of fun. You drive a tractor and plant and harvest crops.

    49. Re:Short games are fine, but... by matt_gaia · · Score: 1

      Not Tourette syndrome, sir.... it's called prepubescence. They both present themselves very similarly, but they are indeed, different.

    50. Re:Short games are fine, but... by IICV · · Score: 1

      When I tell people that, those who treated the game like a test almost laugh (some say they finished in 5 hours, which I'm not even sure is technically possible), while others say they explored every nook and cranny and it took them 15 hours or more.

      The people who tell you they finished it in five hours are relying on the Steam "time played" count, which is notoriously bugged and basically has no idea how long you've really been playing the game.

    51. Re:Short games are fine, but... by Abstrackt · · Score: 2

      Multiplayer gaming is still the best bang for your buck entertainment wise, I believe.

      I don't know, I can usually find someone to call me a cocksucker for free.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    52. Re:Short games are fine, but... by SilentStaid · · Score: 2

      Yeah, but generally other people would be upset if you retaliated by shooting that person in the face.

    53. Re:Short games are fine, but... by Keill · · Score: 1

      The problem underpinning ALL of these kinds of arguments is extremely simple though:

      Games are NOT fully recognised and understood for what they are, at this time: WHAT the word game itself represents, according to its 'current' USE, is NOT consistently recognised nor understood. (Most definitions of the word game are still based on a perception of the word game that was only ever consistent with some of its use centuries ago - with a meaning that is consistent/identical with the word play (when used as a noun). Since games can be played for work, this is now inconsistent with its current use and therefore definition)).

      But the problem with the word game, is actually a SYMPTOM of a deeper problem within the English language - a failure to recognise and understand half of the basic rules of English grammar - WHAT words (especially types thereof) represent, (ideas/concepts), in combination with HOW the words are used. The TYPE of noun the word game belongs to is not fully recognised or understood... (Nouns in general are not fully recognised or understood for what they represent, and verbs and adjectives have problems too - (I've not looked at adverbs yet)).

      I'm going to be coming back to all this later on in my blog, but I've covered the basics required for the word game, (and related words, such as competition and puzzle - (am working on the post for art) - so far, (along with word story - which many people seem to have problems with, (that is one of the reasons I'll be revisiting the basics of English grammar later)):

      http://www.gamasutra.com/blogs/DarrenTomlyn/20110311/6174/Contents_NEW.php

      The reason WHY people are complaining about games these days is simple - as you said - they're NOT being made/created/designed consistently AS games in the first place! If you're not doing that, then how can you hope to make the best possible game that people then want to play for a long time?

      But that's why getting it sorted out as a matter of LINGUISTICS matters first!

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    54. Re:Short games are fine, but... by VortexCortex · · Score: 1

      obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

      However, if you have to spend big $$$ developing on a custom 3D graphics engine, then short/linear/low-priced games don't make sense unless you license the engine and enable others to do the same sort of thing or make a crap-load of games with the same engine yourself.

      Oh, Snap! This is what they already do, yet they figured out they don't have to drop the damn price on the crap linear/short games!

    55. Re:Short games are fine, but... by Creepy · · Score: 1

      My RDR is still unfinished. Fun game, but much like most Bethesda games I never finished (Daggerfall, Battlespire [that one was mainly due to bugs], Morrowind, Fallout 3, Fallout 3 New Vegas, but not Oblivion - that one I finished because max stealth made it trivial), I tend to want to do everything in the open world rather than focusing on the core quests and eventually just get bored of the "fetch this" or "fetch that" quests and quit playing. I barely managed to get through 1/2 of Grand Theft Auto 3, as well (the whole gangsta thing isn't for me).

      But even some games I love that weren't that long, like Uncharted I never finished - the ghoul thing near the end and respawns that required me to do it over and over again when I struggled with the controller doing what I wanted it to do made me quit it in frustration. I started Uncharted 2, but got sucked into RDR (a gift) and haven't gone back to playing it.

      On the other hand, I have thousands of hours invested in some games, some of which I no longer play, like the early Ultimas (1-4 - we customized them) Civilization (1,2,3,4), Medieval: Total War (1 - only 50 or so in 2), Unreal Tournament 2004, Diablo and Diablo 2, Master of Orion 2, and Guild Wars. I have hundreds of hours invested in others like Starcraft, Battlefield 2, Wizardry 1 & 2, Fallout 2, Rome: Total War, Empire: Total War, and Mass Effect 1 & 2. Mass Effect 2 is a good example of a relatively short game that I've replayed several times. Fallout 2 was also fairly short - in fact, it can be won in about an hour using some very specific tactics, but there were so many variables that replay was fun (playing it through with a 1 intelligence and 8 luck [boosted to 10 quickly] had hilarious dialog and luck gave me all the special encounters) and I probably replayed it 15-17 times over 10 years.

      Some I wish I could return - I paid $50 for Master of Orion 3 and played it all of maybe 2 hours. I paid $12 for Midnight Nowhere and it wasn't worth that (I have never disliked a main character as much as that one) - again, 2 hours if that. Some like Myst I found fun, but really, the game took only about 8 hours to play for $40 and I could play Space Harrier, Gauntlet, or other quarter suckers for less than $5/hour in an arcade. Then there was Final Fantasy, which claimed hundreds of hours but my college roommate and I finished it in a single sitting (~16 hours), tag teaming between classes - the biggest plus there was it was borrowed and free (and the guy we borrowed it from played it for months).

    56. Re:Short games are fine, but... by tlhIngan · · Score: 1

      It's the curse of being human.

      Teen years - you're broke, but have oodles of time to play long winded games straight through, even.

      Adult years - got money, but no time to play games.

      And yes, we could play through the games, but there are many good ones that are interesting. I think the only games I every finished the campaigns for was the Halo series (I actually decided to play them through a couple of years back).

      Doesn't mean there still isn't a pack of games I want to play - I'm trying to make my way through LA Noire. I finished Heavy Rain last year when I got it on sale (and it still ran on OtherOS-capable PCs). Plus I still have God of War 2 and 3 to play through. I've never finished a Final Fantasy, yet I've got FF12 and 13 still in shrinkwrap (7/8/9/X I've all started but not finished).

      And no, I don't appreciate 2 hour games. Nor do I appreciate the shortness of even Halo's campaigns (and I really suck at multiplayer).

      Of course, one of the bigger problems is games being artificially longer than they have to be. Some sections are just too painful to play so I end up quitting it because it's too tedious to continue. Then there are other games that love to punish you by giving extraordinarily hard bosses or rely on really twitchlike timing where you have to push the buttons as the developer planned it plus or minus 100ms or you won't make it. And oh, the save point is 10 minutes before.

      And yeah, don't get me started on widely space save points.

    57. Re:Short games are fine, but... by grapeape · · Score: 1

      For some multiplayer is "where the fun is at" but please dont generalize all of us into that category. Many feel that with the current state of gaming, multiplayer is simply an excuse for developers to half-ass storylines and AI.

    58. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      If you're using Halo as an example of what a game should be, then you have already lost the debate before it began. I played the original from start to finish, and by the time I was going through the third (or was it 15th?) identical grey room, it felt more like a chore than a game. And the library level where you first encounter the flood was a complete joke that almost made me quit the game right there. Plus the game itself was too easy overall. I had to play through on legendary just to get an acceptable level of difficulty. But then you reach the flood and even on normal modes, it was nothing but frustrating wave attacks and "LOOK BEHIND YOU! *BOOM*" cheap-shot ways to kill you...repeatedly...

      Basically, Halo:CE was an example of how NOT to make a game. And had it been released for PC/Mac as it was originally planned (it was actually supposed to be out for Mac first), it would have been seen as the bog-standard, run-of-the-mill crapfest that it really was. But since Microsoft gobbled up Bungie and made a big deal out of "OMGFPSONXBAWKS!", all the mewling pre-teen fanbois somehow decided this was the "greatest game EVAR!!"

      Halo 2 was better, but ended just as it was getting good. Halo 3 was the first in the series to actually get it right (and the replay system was pretty nice as well). But then it all went to hell with Reach and the scores of cliche deaths where they try to force an emotional response at the death of a character you never really cared about...

    59. Re:Short games are fine, but... by Nadaka · · Score: 1

      Play Dwarf Fortress, Terraria or Dungeon of Dredmor and then come back and say the same thing.

    60. Re:Short games are fine, but... by JarinArenos · · Score: 1

      If you want to make a damned movie, get in the movie business! If you want to make GAMES then make them FUN!

      There's nothing inherently wrong with cinematic games, though. Compare a snore-fest like LA Noire to the Mass Effect series. Both are very cinematic, but in Mass Effect, what you're doing feels like it matters. you're having fun because you're playing it. LA Noire was a barely-interactive 20 hour movie which ground onward inevitably with or without you.

    61. Re:Short games are fine, but... by adamchou · · Score: 1
      More than just that, the story lines SUCK. I just finished playing Deadspace 2 and I finished it more so because I forced myself to rather than I was enthralled by the story line. At first, it was cool. But then each level just became very thoughtless complications on a plan. There wasn't much creativity to large portions of the story line. If they're going to make it 10 hours long, make a story line that fits the game better.

      You think we are gonna pay $50+ for less game in smaller boring bites? Screw you, quit making suckfests and give us something worth playing through!

      If they do do this, screw them. There are plenty of indie developers out there on steam that are putting on decent games for a quarter the cost of today's AAA games.

    62. Re:Short games are fine, but... by MBraynard · · Score: 1

      Easy solution.

      Look up the best games from two years ago. Buy them for $10-20 on Steam or Origin or whatever.

      I have been playing Bad Company 2 for a total time of maybe a few weeks. I bought it really cheap. Ditto with Portal.

    63. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      I'd be ok with it.

    64. Re:Short games are fine, but... by Yunzil · · Score: 1

      But multiplayer is where the most fun is

      ...for you. I don't care about multiplayer.

    65. Re:Short games are fine, but... by im_thatoneguy · · Score: 1

      I've found as many 100+ hour games that are shitty and not worth $10 than $50 10 hour games that were worth $100.

      If I go to a concert it's $10-$70 for 3 hours. I don't have a problem with paying $50 for an 8 hour game if I have a ton of fun for 8 hours. Hell if I had a lot of fun for 3-4 hours I would feel like it was worth it.

      Length != Quality. It's like saying you went to a restaurant and they served a $50 meal but there wasn't a buffet line to go through.

      There are a lot of $50 buffets in the gaming world. I find more value from a well prepared and appropriately sized meal.

      I loved Fallout 3. But I would pay $100 for Portal 1. I started playing the $15 indie game Limbo but I never finished it because it was too long. I am missing out on a lot of the experience because they gave me too much content for $15.

      I've never "seen" all of Starcraft either. Developers can offer long games. But they should break up the narratives into no longer than 12 hour sections.

    66. Re:Short games are fine, but... by Culture20 · · Score: 1

      I find it risible when games companies show off their crappy pre-rendered sequences with mannequin like uncanny-valley figures and gush about emotional depth and story like they're creating a film. News guys- your plastic attempts at film noir (or whatever) would get laughed off the screen if presented as a "real" film.

      And yet Tron2.0 was a better film than Tron:Legacy

    67. Re:Short games are fine, but... by Darinbob · · Score: 1

      Even for $10 I want a full month of play out of it. I don't want a 2 hour affair like this was a movie. I won't even pay $10 for a movie.

      The problem with Heavy Rain I think, which I have only heard about, is that it was also confusing. It's also a console game and console players are probably too young and too impatient for a film noir style of game.

      I like the games that last a few months, like Fallout or Morrowind or Thief. I am disappointed when a game goes too fast and it's over. It's like the devs are saying "stop now and buy more stuff you stupid consumer!"

    68. Re:Short games are fine, but... by Darinbob · · Score: 1

      At my age, there aren't many games I want anymore. Most of them seem like junk. Which is great because I can boycott DRM and Steam without feeling the shakes or compromising my principles for the sake of a 2 hour blip. I have years of play time left in boxes in my closet.

    69. Re:Short games are fine, but... by Darinbob · · Score: 1

      if they're teens they should be outside getting sunshine and exercise or studying... Then again, maybe that's a point for these short games that are finished in a day, it gives the kids time to get back to real life.

    70. Re:Short games are fine, but... by Pope · · Score: 1

      Great. Now define "fun."

      --
      It doesn't mean much now, it's built for the future.
    71. Re:Short games are fine, but... by randizzle3000 · · Score: 1

      And yeah, don't get me started on widely space save points.

      Remember Turok 2? Gawd.

    72. Re:Short games are fine, but... by grumbel · · Score: 1

      A problem with a 2h game is that it would need much simpler mechanics than todays 10h games, as with regular games you have to many buttons and combinations to remember, thus before you grow accustomed to the controls, the game would already be over. Reusing engines and control schemes might however help, I would like to see more companies follow TellTales model: Simple engine that can be reused on different games, instead of reinventing the wheel with every game.

    73. Re:Short games are fine, but... by Darinbob · · Score: 1

      Hmm, I felt Bioshock was a major let down. Too simplistic in over all tone, not living up to the hype, a very strange look to everything. Ie, it strives to make it look like this is a dystopia based on following Randian philosophy, but it's clear they just added all this Rand stuff as a background only. It seems like they want to make the player think that the fault of the cities collapse is because of Ryan's philosophy, but it doesn't pan out that way. Plus it's on rails for the most part like any old boring level based game with few opportunities to do something different; zero replay opportunities. It pretends to be a thinking person's game but it doesn't succeed. It's $10 I want back.

      Compare to the old Fallout (original). A very buggy game, but it's still my favorite. As a friend of mine described it, it's a game with free will. It's not at all a sandbox game and yet you can avoid the main plot if you want, you can play a shooting game or you can complete it without ever killing anyone or do anything in between. Nothing recently even comes close to this.

      Then there's Thief, with a game play designed to keep impatient kids away. Some people will replay missions immediately to try and do them better, or with different goals (like exploring or ghosting, etc). Again no game after this has come close to this style of game. Even new games that claim to have stealth are not even in the same ballpark.

      Developer panel asks whether AAA games are too long? I'm sorry, they panel should instead be asking if modern games are too short and too insipid. They should be asking why there aren't any memorable games anymore instead of having so many play-and-forget games.

    74. Re:Short games are fine, but... by hairyfeet · · Score: 1

      Not a problemo. Is it interesting, or yet another visit to Chesty McWallhigh? Do I have weapons that give me a good "thunk" when I fire them, like firing an actual 12 gauge would, or is it another "pew pew' fest? Is my guys 280 pounds of muscle and a bad ass, or can he carry less weapons and ammo that the fat guy at burger world? Am I getting to do new things to keep it fresh, or am I doing the same damned levels only with a little scenery change?

      If you answered yes to ANY of the second haves of those questions? Then YOU SUCK!!! Seriously it ain't brain surgery folks! If you are unsure hand a alpha build out on some gamer forums, we'll be happy to test for you and give you all kinds of ideas.

      Here is a couple off the top of my head...MORE THAN TWO GUNS!!! Yes I know you can't carry an armory on your back IRL but you know what/ this ISN'T REAL LIFE, its a fricking game? If you are gonna sends waves of baddies at me give me some ammo you stingy bastards, along with some guns so I can decide what I want to use for the situation! One of the reasons I go back to Bioshock and even the shittier Bioshock II is that I can having more than two fricking guns! Hoo fricking ray!

      How about NO DAMNED SAVE POINTS ON PC GAMES!! Seriously WTF? I shouldn't have to slog for 20 damned minutes on to have to repeat the whole damned thing over again because console users don't understand what a quicksave is.

      How about controls that work? AI that isn't slamming itself into a wall like a tard with assburgers? If you have friendly AI how about getting those fuckers to stop standing in front of me when I'm laying down a hail of bullets. And for the love of God NO MORE ESCORT MISSIONS And that is just off the top of my head. Make me cool, make my guns feel bad ass, if you need an example Snake Plisskin from Escape from NY. Make me feel like THAT, like I just fought my ass off and walked out bloody but still A number 1 bad ass. Now THAT is fun with a capital F!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    75. Re:Short games are fine, but... by JMJimmy · · Score: 2

      These guys are so far off it's scary. The fact is there's data readily available which shows that AAA games are the ones that most people complete. L.A. Noire as their example, 16% of people have completed to 100% it despite it being a fairly new game. That doesn't just mean completing the story, that means completing all of the following:
      - Solve all 21 story cases
      - Find all 95 vehicles in the game
      - Read all 13 Newspaper collectibles
      - Finish all 40 street crimes
      - Discover all 30 landmarks
      - Find all 50 hidden film reels

      By contrast, 47% of people have done half of the "40 street crimes", 28% have done them all.

      These numbers are from a sample size of 34,675 people, though with a bias towards completion.

      Looking at the most completed AAA game, Assassin's Creed 2, 78% of people have completed the story, only 35% have completed everything to do in the game (sample size 77,526). Both games are fairly similar in length to do everything.

      The fact is people get bored, they get distracted by newer shinier things, and they often have small chunks of time to devote to something. It doesn't mean you should stop making quality games that have length and depth. By example Gears of War, 5% of 105,452 people completed Seriously - 10,000 kills online, requiring a minimum of 127 hours. It could be done in very small chunks though, a couple hours here and there. The campaign as well, 78% of those people completed it despite it being a lengthy campaign.

      The design is the big difference. Gears is broken up into acts but then again into many small checkpoints that you can start the game from any one of them. It was also designed to be local and online co-op friendly. L.A. Noir cannot claim the same, it required larger chunks of time, being able to remember where you were in the story and unlike Assassin's Creed 2 is not designed to be able to be able to just pickup and play.

      One need only look at Heavenly Sword to see what a major flop short AAA games are, and then again at Enslaved: Odyssey to the West which was equally as short, but with collectibles to attempt to extend gameplay.

    76. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      I think there is an interesting dynamic here when comparing what we pay for a 2-hour movie. The tiers are roughly $5, $10, and $25. We pay about $25 for the latest AAA movie title and those movies are usually around the 2-hour mark. If we assume the market is efficient and will gravitate toward a consistent cost per hour of enjoyment, interesting things happen, when you ask the question: what would satisfy a consumer of games. $12 per hour is the sale price of a AAA movie. The question is how many times on average you watch it.

      Another factor is "are there fundamental differences between gamers and non-gamers as far as their expected cost per hour of entertainment." I'm going to say there likely isn't because of the migration of gaming into the mainstream with consoles and MMOs, but I'm going to ignore that angle and use myself for the data points, since my consumption is fairly typical as a gamer with a job and family responsibilities, and an on-going interest in new movie and game titles.

      I typically watch the AAA movies that I buy about 5 times before the dog eats the disc, we switch to a new storage medium, fungus devours the foil in the disc, or I decide to see if I can take my eye out while playing bendy-bendy with it. Therefore, I pay $25 for 10 hours of entertainment (except Bladerunner, for which I have effectively paid $0--screw you RIAA--when you factor in the number of replays).

      I pay about $50 for a AAA game. If we use your 12 hour completion time of Portal 2 as a fairly typical result, and allow that a typical consumer will replay the game once, but that the replay will be somewhat faster--let's say 8 hours--then you have paid $50 for 20 hours of entertainment. That is the same cost as the AAA movie in terms of cost per hour of entertainment. I find that the $60 titles tend to offer a longer story, whether it be through alternative path replayability or a longer main story. Of course, my analysis is very rough and based on my own data points and those I collect from people I talk to and information I read. You could certainly perform a sophisticated study about this using game activity data from games like Dragon Age, and I'd argue that many studios have. BioWare, for instance, tracks an enormous amount of play activity, and I am sure they use it to optimally price games and DLC.

      I think the bottom line is that the currently set prices for games are tracking accurately with other types of content, and the cost per time ratio is fairly uniform when all factors are taken into account. Concluding that "games are too long" is dumb from an economic point of view. If that were true, AAA games would already be shorter. The market adjusts very rapidly to such things. Now, concluding that "games are too long" because I'm middle-aged and have played games for 20 years, and it takes something special for me to be utterly engrossed, and not say "If only this were a combination of Ultima IV and Planescape:Torment and ice cream", and not feel like I'm running around doing the same "explore the map and kill the goblin" bullshit that I've done since I was a wee lad...OK! Totally different topic!

      You know you've leveled-up in real life when you observe to yourself, "You know this game would be much more efficient, if I could convert it to a 'Revenge of the Rainbow Dragons', Choose-your-own-adventure ebook--let me just go see if that is available in the game options..."

    77. Re:Short games are fine, but... by KDR_11k · · Score: 1

      Yeah, people don't lose patience, they don't run out of attention, they simply lose interest. If a game is longer than it can hold your interest that's a problem with the quality of the game, not its length. I have games with hundreds of hours logged in my Steam library but those aren't games that take that long to finish, it's games like Monday Night Combat, Dawn of War 2, Call of Duty multiplayer or AI War: Fleet Command. The games that are actually meant to take 80 hours to finish or so rarely even cross the 10 hour mark because they're often too uninteresting.

      Games that fail to sell well often have a disinterest problem, of course that's something no company would want to admit. "People just don't want to play our game" is a tough pill to swallow, especially when the game was very dear to its developers. Meanwhile used and pirated games are used as an excuse to claim that people are interested in the game and just not paying the company for it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    78. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      How many are filled with achievements for every damned little thing you do?

      Achievement Unlocked

    79. Re:Short games are fine, but... by krotkruton · · Score: 1

      Sure, that may be true for some people, but not everyone. People buy/play games for different reasons, and receive value from different aspects of games. I've never cared about finishing games, and there's nothing anyone can do to change that. I receive value from games from the time I spend playing them, not the accomplishment of completion.

      I understand where you're coming from in saying that designers need to provide a compelling reason to finish games, but you don't seem to be acknowledging that some people play games for other reasons and don't care about finishing them. And for that matter, I may pay for the entire game, but most of the time I'm not buying it for every feature. I bought COD for the multiplayer and barely played the single player; AC1+2 and Infamous were the opposite. In Civ5, I haven't played any of the large maps. All of these things are parts of the game, but that doesn't mean it's a bad game since I don't want to play them. You can't make value judgements for other people.

    80. Re:Short games are fine, but... by WorBlux · · Score: 3, Funny

      What's really fun is that the game logic is stored in plain text. You can make your tractors plant corn at mach 2.

    81. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      Side jobs are not missions, and were only intended to be there to grind your honor of fame up after you finished the rest of the game: yet still needed some. Those are the white squares with big letters.

      As for the cougar...DUH!...that's what they do. You need to learn how to get back up quick, and to fight them. It's tough, but the hunters challenge to kill 2 with a knife is doable. Once I died to my first cougar I paid close attention in the areas they appeared; and then I was able to learn to dodge them by running to the side quick: making it so they can't get another charge. As for skinning, yeah that took a few seconds, but it was intended to be something that you couldn't do instantly.

      Overall the game is great because it can be difficult at times, but also pushes the fact the old west is not romantic. It was a hard place, and just a bunch of folks killing each other (John Marshton says that in a late mission.)

      So you just stick a game on it's shelf if it proves to be a challenge? Such a shame.

    82. Re:Short games are fine, but... by geirlk · · Score: 1

      I might be an oldfag, but I seem to remember it was actually games out there you didn't have to be a tweaker to enjoy. CS, CoD and similar are tweakers delights, but once arthritis sets in, it's gonna suck to try to play catch up to the kids born into it.

      What I do enjoy though are games like ArmA2, where the theme is much the same, but where one has to use TACTICS and STRATEGIES (look'em up kids, they're real words). I've still to see soldiers in Afghanistan jumping up and down, going from jump to full prone and back again several thousands times during a single mission. neither does aimbots work very well in the field (yet).

      So I blame the games and the kids to the same degree. Face it, games aren't tailored to us oldfags anymore.

    83. Re:Short games are fine, but... by geirlk · · Score: 1

      Agreed, it very much is subjective.

      But I also personally agree with Totenglocke when it comes to a good SP campaign for instance.

      On the other (third?) hand what I do find most entertaining and interesting today is the C-c-c-combo. Because today you can have _both_ in a lot of games! I'm ofcourse talking about Co-Op. Playing through a good Co-Op game gives a little bit of both worlds. You can enjoy a good online session with your best mates, and you can enjoy a good campaign.
      Typical games would be:
      Splinter cell: conviction. This one has a great SP campaign _and_ a great coop campaign (Not the same story, allthough they are intertwined).
      Most Tom clancy games (R6 franchise, latest SC and also GR)
      Operation Flashpoint (oldest best for replayability and huge mod/map community, while the new _sucks_ in that regard).

      In fact, Operation Flashpoint: Red River deserves a special mention on how _not_ to build a coop campaign:
      Unskippable and _long_ transport/cut scenes.
      No community support.
      No editor.
      We've played it for perhaps som 30 hours, and consider ourselfs done. In the end we were all getting aggrevated and irritated so much by the unskippable cut scenes, we lost all interest. Shame :-\

    84. Re:Short games are fine, but... by ResidentSourcerer · · Score: 1

      I'm not much of a gamer. I bought games from Infocomm (Zork...) I certainly didn't expect to get through them in 2 hours or even ten. I think it took several months to get through all 3 zork titles. Maybe I'm exceptionally stupid. (I was probably playing with them a few hours a week)

      MS Flight simulator on a 386.

      I figure a good game should come in at under $1/hour.

      --
      Third Career: Tree Farmer Second Career: Computer Geek First Career: Teacher, Outdoor Instructor, Photographer.
    85. Re:Short games are fine, but... by Stormtrooper42 · · Score: 1

      Frankly, I read the summary talking about games taking 10 hours as if that was a long time, and I'm thinking "WTF?!"

      This.

      10 hours is an awfully short time.

    86. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      PopeRatzo...I don't think I could have said that better myself. I have played games that have taken 10+ hours to complete and still leave me wanting more. Then I have played some games that have only lasted for 5 hours but feel like 80.

    87. Re:Short games are fine, but... by hairyfeet · · Score: 1

      Oh I agree completely. I enjoyed the first Medal of Honor and its expansions, Pacific Assault also was good if buggy, then it took a right turn into shitty town with Airborne which was the same CoD bullshit.

      You know what else I'm sick of? Switching to third person after playing french kiss Chesty McWallhigh and doing the cover based shooting tango. That and AI that is so damned thick I can pile their bodies up like the killing fields and they will all go straight to the killzone to line up to die? If WWII would have been this way the Nazis would have been completely wiped out in Poland. And I can't fucking stand difficulty "levels" that are either your guy is a Norse God who can take infinite abuse or the opposite where a green ass private with iron sights can pick you off from 1000 yards while behind cover while taking more damage than the terminator. And Chesty McWallhigh really needs to DIAF already!

      And I agree about Bioshock: Infinite. I keep both games permanently installed on my drive and even repeat play on the lousier second one simply because it was different that the same old "Here is a place filled with your friend Chesty McWallhigh. Go from one Chesty to another while enemies pre spawn in the exact same locations at the exact same points. Oh and be ready for a cinema at the end"

      Being able to explore the vast world of Rapture? To decide for myself which plasmids and weapons to upgrade, which style I wanted to use? While the much touted "moral choice" was a bunch of bullshit, you were either a saint or Hitler, at least I could carry more than two weapons and could actually decide for myself whether a level would be run and gun or stealth and sneak. I'm sure Bioshock Infinite will have a permanent place on my drive along with 1 and 2. Now if they would only make the prequel, where you get to take part in the Rapture civil war? It would be fricking perfect!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    88. Re:Short games are fine, but... by Magius_AR · · Score: 1

      One need only look at Heavenly Sword to see what a major flop short AAA games are

      I don't think length is the primary driver of that game's suckiness ;P

    89. Re:Short games are fine, but... by JMJimmy · · Score: 1

      Overwhelmingly it was:

      "Heavenly Sword feels like a summer action flick. It's full of nonstop action, and it looks terrific. Unfortunately, it's over far too quickly." - Gamespot

      http://ps3.ign.com/articles/815/815721p3.html

      http://www.google.ca/search?hl=en&q=heavenly+sword+"too+short"

      I'm sure there are some like yourself that didn't enjoy the game, that's a given for any game. Overall it got fairly high ratings (8.1 average review on gamespot, 79 metacritic) but that quality didn't translate into sales the way it typically does because everywhere you looked people were saying it was too short at 6-7 hours so not worth the $$$ to pick it up. It ended up with 1-1.5million units sold which is pathetic for the amount of money that was invested in it.

    90. Re:Short games are fine, but... by hairyfeet · · Score: 1

      Really? Huh. Personally I couldn't give a crap one way or another about Atlas Shrugged all I cared about was the F.U.N! Maybe you were going for the shitty Plasmids? there are a couple of Plasmids that are waaaaaay overpowered that will pretty much break the game if you aren't careful. electroshock on the earlier levels for example.

      So instead of going for the dead simple route here is what I did: A combo of telekinesis along with cyclone and freeze (for the turrets, made it easier to hack) and a little inferno for flavor. I would also set up cyclones near my turrets so any thuggish tried to smash my gun? Bye bye baby! Oh and while old Atlas will occasionally bitch I'd just ignore him and hack and gather my way through the level before bothering to do his quests.

      And I'm sure you'd probably have a coronary but Fallout? Didn't care for it. Just never could get the controls down and spent more time dealing with my keyboard than the game. BTW if you want a bug free version GOG has the Fallout series and theirs plays beautifully even on Windows 7 X64. Thief? Good game but a little too much sneak for me. I like to be able to kill as well as sneak and in Thief it always seemed killing ended up screwing you. The original Tenchu or Batman: AA where I could sit on the rooftops and pick off my prey? Now THAT is the kind of sneaky i like. No One Lives Forever though has a level that if you like sneaky will fricking drive you mad. You have to sneak through a full office building in broad daylight with ZERO spotting or you are toast.

      I guess it just shows that there are different games for different tastes. But I'm sure you'll agree that even if you don't care for Bioshock overall it is better than another trip to Chesty McWallhigh two gun town. I swear it seems like 9 out of 10 games now are a Cod/GoW/Halo cover based shooter. Yawn.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    91. Re:Short games are fine, but... by Anonymous Coward · · Score: 0

      obviously not for 50-60 bucks. If you make a 2h AAA game you must be able to sell it for 10 bucks.

      Perhaps what he really means is long and fun games are being selfish because people can play them sometimes 100+ hours instead of buying dozens of shitty 2 hour long games, each for the same price. What these greedy developers don't seem to get is that there is only so much disposable income that can go on games. If a single game is played for a very long time or pirated, the money doesn't disappear it just goes into something else and if the piracy and long games ceased to happen, there is still the same amount of money to go around. No magic pot of gold will suddenly appear.

      If I loose interest in a 10 hour+ game, its not because its too long, its because its a shit game.

      Well that summed up my position !!!!!! LOL

  2. You can fight like a Krogan, run like a leopard. by Anonymous Coward · · Score: 0

    but you'll never be better than commander Shepherd....

  3. Then Why Have We Moved in the Narrative Direction? by eldavojohn · · Score: 5, Interesting

    "There are people who role-play zero percent; they're dull f***ers. The people who role-play 100 percent; they're mental." Alexis Kennedy on how role-playing can influence a player's experience of narrative.

    Hopefully the conversation then shifted to that middle range of 0%<X<100% role-playing where 99% of their paying customers exist. It's not really a binary feature ... I'm not talking like an idiot but every now and then it's fun to pretend in my mind just to get away from the real world for a few hours. Like watching a movie or reading a book, I'm not dressing up like the characters but I do enjoy reading books and imagining the story in my mind.

    I think length is much less of a problem than the forced narrative. My own anecdote causes me to wonder just how much the market of gaming has shift since I was a kid. I played Gauntlet endlessly and it had little to no story arc and was nearly impossible to finish yet provided me endless entertainment. Even games that had a story arc -- like Final Fantasy -- allowed me to explore and dick around for as long as I wanted to. What I cannot comprehend is why games now have moved away from that to a relative straight jacket and lack of freedom. The most recent Final Fantasy (13) was a real eye opener for me. They simply don't make my kind of games anymore. I just figured that the market for people who like these forced story-lined games must be far larger than the market I exist in. Or maybe game developers are just lazy and a forced storyline is far easier to code and debug than an open world.

    If you wonder why World of Warcraft has such a large and loyal player base, it's probably because there's not a lot of other games to satisfy the explore and dick around urges that were once filled by console or even offline single player PC games. You can have your long-form narratives but I know myself and many of my friends will just stick to games like Oblivion and Diablo.

    I'll admit my enjoyment of video games seems unconventional. I could spend hours making blaster schematics and roping people into setting up buildings for me in Star Wars Galaxies and then flooding the markets with cheap blasters bearing my character's name. I didn't really make anything off of this, I just loved the concept. When you open games up to achieve some sort of tangential enjoyment like that, I think you provide more originality than any murder mystery with a surprise twist could provide for me.

    --
    My work here is dung.
  4. TL;DP by Anonymous Coward · · Score: 1

    0'_0'

  5. Different market? by captainpanic · · Score: 1

    It seems to me this is a pretty poor way to conduct a market research.
    If they wish to make the most mainstream game possible, they might consider to change it. Some silly flash games or farmville are probably their examples then.
    But there is a market for different games as well.

    1. Re:Different market? by Serpents · · Score: 2

      A good book/movie/game will alway leave feeling it was too short, regardless of the number of pages/duration. A lousy story will be too long even if it fits on half a page. So it would seem that the only solution to the problem is to start making good games/movies instead of churning out dozens of shooter/racing clones and remakes. I think the problem is that many companies are headed by guys like Robert Kotick, who don't play games - just sell them.

  6. Yes by Spad · · Score: 5, Interesting

    In the same way that Youtube has meant that people no longer want to watch feature-length movies any more.

    I know this is a crazy statement to make but there is actually room in the market for more than one kind of thing. You can have 5 minute long iPhone games and pointless 1-click "social" games as well as, you know, games that have some depth and character to them.

    Personally, I like long games that have time to build a decent plot and develop the characters.

    1. Re:Yes by delinear · · Score: 3, Interesting

      Agreed - the big problem is not the type of games that get made, it's how they're marketed. Heavy Rain is a prime example - it was so heavily hyped by the media before its launch that everyone ran out to buy it. Not everyone enjoyed it, some people want different things from games. What games companies need to do is get better at marketing to the people who will enjoy their game and stop trying to sell it to the whole market. We all know it's nice to make a blockbuster and get rich off the back of it, but that's a much riskier strategy than sticking to your niche and being known amongst fans of said niche for being good at it.

    2. Re:Yes by Anonymous Coward · · Score: 0

      "In the same way that Youtube has meant that people no longer want to watch feature-length movies any more."

      Since when? The movie industry is doing great still. Harry Potter was just one of the biggest, if not the biggest, international openings ever.

    3. Re:Yes by AmiMoJo · · Score: 2

      What stopped me finishing quite a few games is the unfair difficulty level towards the end. Bad guys all suddenly become crack-shots and take twice as much damage to kill etc. GTA San Andreas was one of the worst for that, the last mission being utterly ridiculous. In the end I came to the conclusion that the only way to finish it would be to spend hours grinding my character's stats up, but I have no interest in that. I just wanted to see the end of the story.

      I pisses me off when I put a lot of effort into a game only to be denied part of the content by lazy design and programming. I enjoy a challenge, but with GTA in particular success or failure is often more about luck than skill.

      An old Amiga game called Gods had an interesting solution. As well as level codes (this was before saves became popular, game floppy disks were usually write protected) if it noticed you were not making any progress because you couldn't find a particular key after a while it just appeared out of thin air for you. That way you could continue the game and perhaps next time your accumulated knowledge might help you find that key, rather than having to spend ages back-tracking and flipping switches looking for it.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    4. Re:Yes by Anonymous Coward · · Score: 0

      Whoosh.

    5. Re:Yes by Calydor · · Score: 2

      Whoosh.

      The GP was trying to make the point that social/mobile games have not resulted in people being unable to enjoy a long and -good- game.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    6. Re:Yes by NoSleepDemon · · Score: 1

      Oh man I loved Gods, I never did beat the final boss though, hard bastard he was!

    7. Re:Yes by Anonymous Coward · · Score: 0

      The difference is, that L.A. Noire and Heavy Rain will be slow burners and sell for many years to come. They're not a fad like CoD %i, where mostly young people flood to one and then move onto the next when version+1 starts the hypewagon.

      Both of these games also failed to some degree, "boring" and "repetitive" are common words used against then by mature owners. Skrym will demonstrate people like long games.

    8. Re:Yes by Anonymous Coward · · Score: 0

      What stopped me finishing quite a few games is the unfair difficulty level towards the end.

      See e.g. Far Cry

    9. Re:Yes by mjwx · · Score: 1

      Personally, I like long games that have time to build a decent plot and develop the characters.

      Yes I agree...

      But the last AAA game I played that did this was Fallout New Vegas, the one before that was Fallout 3 (OK, I'll make an exception for StarCraft 2 although the characters were quite cliched). Recent story based, character heavy games like Bioshock and Mafia 2 have only disappointed me with their 1 dimensional design and tired, overused storyline (Bioshock was basically System Shock 2's story set underwater, they had 10 years to come up with something semi-original).

      For the most part publishers are scared to actually give their characters enough character that they might accidentally offend 0.5% of the people who may happen to be around when someone is playing the game. Ever since BJ Blackowitz crawled his way into 3D to silently serve it the Angriest Austrian protagonists have been bland, faceless, nameless mutes (the big exception is Gordon Freeman who has a name, a face and a real personality despite no voice). Whilst this was fine for BJ and the Doom Marine it persists into the modern gaming world because publishers dont want to dare differ from the the American muscle-bound meat head cliche out of the risk of their audience actually needing to understand a real human personality.

      I'll grant some great personalities have been built into RPG's but they are different from FPS's because you really have to set the tone more solidly then you would in KOTOR or Mass Effect. In fact it should be easier in FPS's to create a protagonist with some actual human qualities yet few publishers do it, they want to keep the character as characterless as possible to prevent their audience from not being able to associate with it, the problem we have here is that this always creates weak characters that no one really relates to.

      Lets compare two characters from popular FPS's.
      Soap McTavish (the dude from COD IV in case you've forgotten), has a name but no face, no voice, no past and no personality, does the guy like his fish battered or crumbed? Does he drink Stout or Larger, enjoy short walks along the beach? Feck knows, we know nothing about this guy.
      Gordon Freeman has a name and a face, we know he's a talented theoretical physicist, well respected by his colleges, his enemies despise his intelligence. This was what I gathered from listening to the dialogue of the original Half Life. Since then his character has expanded a lot and all without saying a single word.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    10. Re:Yes by Quiet_Desperation · · Score: 1

      Recent story based, character heavy games like Bioshock and Mafia 2 have only disappointed me with their 1 dimensional design and tired, overused storyline

      As much as I liked Bioshock, I have to laugh when people tout it as some sort of grand political statement on objectivism or something. Seriously, take *any* political system in any environment, and hand everyone in it godlike powers, and I'm willing to wager they all wind up in the same devastated state.

    11. Re:Yes by Anubis+IV · · Score: 1

      You're not the only one that likes having a bit more to chew on than what mobile or social games can offer. The GameFAQs poll of the day today was over this very topic. I'll let the results speak for themselves:

      http://www.gamefaqs.com/poll/index.html?poll=4404

      To say the least, I'd say that in this age where mobile games are growing, the way that the consoles can stand out best is by providing a richer and deeper experience, partially through length, but also through the use of the specialized or better hardware that they're able to leverage over mobile. That may be as simple as a controller or building something that only works on a TV.

    12. Re:Yes by kvezach · · Score: 1

      Bioshock was basically System Shock 2's story set underwater, they had 10 years to come up with something semi-original.

      And how blatantly so. Atlas is Polito, with the same twist. That makes Fontaine SHODAN and Ryan XERXES (and his splicers The Many). Tenenbaum is Delacroix (atoner). In this corner, we have some pipe hybrids, and over in that corner, some splicers, both zombies.
      As for the game elements... stock up on elements in System Shock 2 and take pictures in Bioshock, then grab some cybermodules or ADAM. Can't do spooky action at a distance? No problem, hack some vending machines/vending machines and get some PSI hypos/EVE, then let 'er rip from your PSI-amp/arm.

    13. Re:Yes by phoenix_rizzen · · Score: 1

      New Super Mario Wii does the same thing. If you die too many times on a level, the game will flip you into "god mode" (or whatever they call it) and run your character through the level for you.

    14. Re:Yes by AmiMoJo · · Score: 1

      If I had mod points... Nice to see developers doing that kind of thing. I always found Mario very frustrating, where as normally I like platform games. Might give that one a try though.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    15. Re:Yes by goose-incarnated · · Score: 1

      Wait, what?

      I've played it through 3 times now, last time on hardest, and found it quite good even at the end. What are you talking about?

      --
      I'm a minority race. Save your vitriol for white people.
  7. The assumption they make is by Anonymous Coward · · Score: 1

    that consumers are identical. If a consumer now likes casual games, the consumer must not like long storylines any more.

    There's a hidden assumption that there's one model customer and that everybody who plays games is a duplicate of that one model customer. That just plain isn't true.

    1. Re:The assumption they make is by delinear · · Score: 3, Insightful

      They just really, really want it to be true because it means, if they hit upon the magical formula, they will make a fortune selling the same game experience to everyone. It's the game developer equivalent of alchemy's belief of turning lead into gold - it would be nice if it's true but you're far better turning your focus to the real world.

  8. Bad metric by lyinhart · · Score: 5, Insightful

    Length is a pretty dumb metric for value in video games any way. I find that games these days take many hours to complete, but there's little to no desire to going through them again. Dumb things like unlockables and achievements artificially add replay value, but don't make the game any more fun to play multiple times.

    I think the success of games like Angry Birds are showing developers that they don't need to make an overbudget game that takes 20 hours to complete. Even games that can be played through in an hour or less can have great longevity on multiple playthroughs. Look at the Cave shooters - deep scoring systems and challenging mechanics keep players coming back for more. And linearity and repetition have nothing to do with it either - every game (even real life sports) has both, what's important is that the game is fun to play over and over.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:Bad metric by delinear · · Score: 1

      I've played through Portal and its challenge modes many times even though the game only racks in around the 3-4 hour mark (and much shorter when you know what you're doing). Duke Nukem Forever was 12 excrutiating hours and I can happily say I will never play it again. They should care more about replay value than length, especially if the length is basically mind-numbing filler and ridiculous load times.

    2. Re:Bad metric by blahplusplus · · Score: 1

      "Length is a pretty dumb metric for value in video games any way."

      Speak for yourself. Diablo 2 was so good because it combined length with replayability. The desire for short games is the desire for cutting corners on game quality disguised under the argument "length is bad". No one working on games in a previous era ever spoke so much about game length. It's all propaganda to disguise the fact that the game industry wants higher margins, faster development time and lower development costs and to do this something has to give - i.e. game quality.

    3. Re:Bad metric by Anonymous Coward · · Score: 0

      'Gameplay' hours is a marketing deception. It's usually just filler material. Short and fun games are normally more enjoyable than the (long, boring) inflated 50+ hour monstrosities. Games in the latter category are typically dreadful to sit through again.

      Dragon Age:Origins is a classic example: 120 hour game partitioned to be as prolonged as humanly endurable. 10 hours of dialog; 20 hours of gameplay material; 15 hours of looting; 75 hours of backtracking, stat and inv management, back alley exploration, maze areas and corridors, defeating identical enemy waves. 1-2 hours of unseen content during repeated experiences.

      DA:O would've been more interesting if the entire game resembled its one decent DLC pack, Leliana's Song. Exciting, charming, witty, energetic, interactive, storylike. It almost felt like a real D&D encounter.

    4. Re:Bad metric by Luckyo · · Score: 1

      Unless you're some sort of uber-solver that does nothing but puzzles for his free time and utterly zerged portal 2 with no care for plot of enjoyment, 3-4 hours for portal 2 is impossible.

      Same for duke. It was fun if you relaxed, sat back and actually ENJOYED it for what it was, instead of completionist "must zerg faster" approach.

    5. Re:Bad metric by vlm · · Score: 1

      I think the success of games like Angry Birds are showing developers that they don't need to make an overbudget game that takes 20 hours to complete. Even games that can be played through in an hour or less can have great longevity on multiple playthroughs.

      I can't wait until some brilliant genius invents some new game ideas. FPS players like scrolling around with a mouse, and like having a "story arc" (often misspelled on /. as "story arch") so how about essentially writing your own story where you are in charge of a culture, maybe even a ... civilization ..., and get to make many decisions to manage it's development thru the ages. FPS players like driving vehicles around in between shooting people, so how about a realistic physics simulation of a vehicle in a realistic world simulation, maybe for aeroplanes, I guess you could call it a "flight simulator". FPS players like the military and like varied terrain and varied weapons, how about large scale military engagements involving multiple shooters, just like a multiplayer 1st person shooter but run by one or two guys in 3rd person, maybe on a map of tiled polygons, how about little hex tiles? FPS players like compelling stories and puzzles, what if you made a game completely out of cutscenes and puzzles, and to save money did it all in text, and used an adventure theme... you could call them text adventures? Those games might, just possibly, have some replay value, but I don't know if anyone could "invent" them, they're all pretty far out ideas from a world where videogame = FPS and nothing else.

      Naah I'm guessing we'll get multiple playthrus by just another FPS except now you get a fork or two in the road, instead of perfectly linear predictable rails shooter. Oh well.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    6. Re:Bad metric by gmueckl · · Score: 1

      He was talking about Portal, not Portal 2. The first game was really that short. I strolled through it at a rather slow pace in about 4 hours in the first go. On replays I'm doing it in about 2 to 3 hours now because I remember most of the solutions. Portal 2 is different. It took me about 10 hours to complete. Just for comparison.

      --
      http://www.moonlight3d.eu/
    7. Re:Bad metric by nschubach · · Score: 1

      I also completed Portal in a rather short period of time. I remember sitting down one night at about 10pm and remember completing it around 3-4am. I completely lost track of time. Portal 2 MP I was playing with a friend and we completed 3 stages in a few hours. I have not done the single player part yet.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    8. Re:Bad metric by Oligonicella · · Score: 1

      True freedom comes after your boss takes his lunch break and finds you there.

    9. Re:Bad metric by del_diablo · · Score: 1

      Oh shut it, you missed his bloody point.
      Diablo 2s lenght is good because the game is good. The setup of mechanics allow replay. A bit like Minecraft, or other genuinely good games.

      Now lets take a "cinematic long corridor game", which easly racks up several weeks of gameplay. The problem? It completely lacks content? It would have been enjoyable if it was 3-4 hours long. You can't replay those game either, because of the complete linearity.
      Those linear corredor shooters easly dwarfs down diablo in gametime, but the gameplay is sorely lacking.

    10. Re:Bad metric by blahplusplus · · Score: 1

      Problem is are those corridor shooters worth making to begin with? Why BUY a game? Why not just rent it or get it used? It makes no sense to buy a game that has no lasting value unless the price drops dramatically.

  9. I remember a time... by Anonymous Coward · · Score: 0

    ... when 40h+ gameplay was considered good, and anything less a bit short.

    1. Re:I remember a time... by Anonymous Coward · · Score: 0

      What time was that? If you are only referring to RPGs then that time is all time and if you're referring to all games that time only happened in your own selective memory.

  10. Nope. by Anonymous Coward · · Score: 0

    If anything, they're too short. Gamers might have lost patience, but this is not a situation that should be remedied by creating shorter games. In my (humble) opinion, gamers that don't have the patience to play through even a 15 hour experience (which is a lot nowadays, unfortunately) should get it together and either play different games, or get used to playing long games. To me, it feels like the panel that came to this conclusion has made an erroneous assumption: They likely assumed that because short, quick games are so popular today, long games must not be. But, dear panel-members, the world is not that black-and-white! Yes, short games might be extremely popular today, but long games are still very much loved as well. Perhaps not by as broad an audience as short games, but the difference in audience is only due to non-gamers ('casuals') playing these shorter games.

  11. Games are too short by OliWarner · · Score: 2

    I'm not entirely sure why they're skewing this around the desires of mobile gamers. Mobile games need to be quick to pick up, quick to put down. Length doesn't really factor into it, as long as it's enough fun to justify its costs (including abusive advertising).

    I'd argue that games are too short. The annual Call of Duty saps us of &pound;20-40 (depending on when you buy it) and takes 6-10 hours to blast through. Some people don't play the SP game and some people don't play the MP game so, naturally, people's mileage varies. The best games I've ever played have been epics (40-120 hours) with strong stories. In the case of Neverwinter Nights or KotOR, I've both bought and played them through multiple times. That, to me, is what those sorts of games should be aiming for.

    Games whose format is supposed to be short-and-sweet or mobile can be as short as the market will support.

    1. Re:Games are too short by Anonymous Coward · · Score: 0

      I'm not entirely sure why they're skewing this around the desires of mobile gamers.

      The reason seems to be that this is where many people in the games industry think all the money will be coming from in the near future.

      I was recently watching the feed from a game developers conference, and 90% of the talks focused around mobile games/(not so) social games.

      This is where a lot of people are hoping to get rich, and from the talks I heard, ingenuity and creativity be damned.

    2. Re:Games are too short by Anonymous Coward · · Score: 1

      The reason seems to be that this is where many people in the games industry think all the money will be coming from in the near future.

      They can think what they want but it doesn't mean they're right.

      I was recently watching the feed from a game developers conference, and 90% of the talks focused around mobile games/(not so) social games.

      This is where a lot of people are hoping to get rich, and from the talks I heard, ingenuity and creativity be damned.

      Go ahead and turn your studios to making solely mobile games in a marketplace that already has countless mobile developers. Then the mobile market will be even more glutted with makers of inexpensive games. A market offering oodles and oodles of cheap, unoriginal, knockoff games that hold a player's attention for a few minutes will most assuredly be a way to build name recognition and loyalty among customers... not!

      When these studios realize they've made a grievous error in judgement they will be falling all over themselves to get back into the market they abandoned. They will find the market they left behind has moved on without them. They will find new studios have moved in to fill the voids. New studios beholden to no one, making names for themselves with fresh ideas and fresh properties.

      The dinosaurs who come crawling back will try to pick up where they left off. They'll dust off old properties and try to leverage nostalgic memories of their glory days when they made the world tremble. A lucky few may succeed. The rest will find that they simply don't have what it takes anymore. They'll slowly waste away and die. Only their bones will remain to serve as both a reminder of what once was and as a warning of what all will be in the end.

      Sow the wind, reap the whirlwind.

    3. Re:Games are too short by vlm · · Score: 1

      I'm not entirely sure why they're skewing this around the desires of mobile gamers. Mobile games need to be quick to pick up, quick to put down. Length doesn't really factor into it, as long as ...

      ... its got a decent save system. None of that "you must play until you get to a savepoint or else lose all your work".

      The best games I've ever played have been epics (40-120 hours) with strong stories. In the case of Neverwinter Nights or KotOR, I've both bought and played them through multiple times. That, to me, is what those sorts of games should be aiming for.

      Based on our similar tastes, I think you'd like "avadon black fortress" on an ipad, not as mobile as an iphone but we're close... Apparently its been quite a success, if I my estimates are correct, Jeff is on his way to a well earned Ferrari... (spiderweb software is a sort of one person shop, much like the x-plane guy Austin)

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    4. Re:Games are too short by heathen_01 · · Score: 1

      Mobile games need to be quick to pick up, quick to put down. Length doesn't really factor into it, as long as it's enough fun to justify its costs (including abusive advertising).

      Why? A mobile game could be just as long or short as a game on a pc. Mobile should have nothing to do with the length or any other (non hardware based) game attribute.

    5. Re:Games are too short by Anonymous Coward · · Score: 0

      Agreed. I was so ticked when I finished CoD number whatever (3 I think) in one evening. I haven't bought a AAA title since then, they are just rip offs.

    6. Re:Games are too short by Rich0 · · Score: 1

      Yup - I wish there were some decent mobile RPGs out there. All I care is that I can walk away instantly without losing my place. I don't care if it takes 15 years to complete.

  12. Are they kidding us ? by Cochonou · · Score: 1

    If anything, Heavy Rain was too short... the story could be completed in about 15 hours (if not less). The experience was very good, but it left you eager for more, not for less. I wonder who did not reach the end of this game. Of course, the slightly branching story enhanced the replayability - but most of the story was still the same whatever choices you made.

  13. 10 hours too long??? by jez9999 · · Score: 1

    This is why I don't buy games anymore. 10 hours too long? You've got to be freaking kidding me.

    Back in the day, games like Heroes of Might and Magic, Civilization, Simcity 2000, etc. ate up days and days... and it was considered good value! Now that's too long?

    1. Re:10 hours too long??? by Anonymous Coward · · Score: 0

      ...sixty hours is the starting point for a respectable AAA title...

    2. Re:10 hours too long??? by Anonymous Coward · · Score: 0

      Indeed. Remember when an RPG was considered bad when it took LESS than 100 hours to play? Even now a good Civilization game can take 50-75 hours easily.

      Gamers aren't losing patience. These dorks are confusing Gamers with people-who-play games.

    3. Re:10 hours too long??? by Ironhandx · · Score: 2

      Right on man.

      I remember Betrayal at Krondor, Baldurs Gate I and II, and a shitload more. Back in the days when the bottom bar was 80 hours, and 80 hours of pretty good continuous storyline, not 20 hours of story and 60 hours of forced grind like some of the so-called AAA titles of today.

    4. Re:10 hours too long??? by MacGyver2210 · · Score: 1

      10 hours too long?

      Behold, the Facebook generation and the collective shortening of American attention spans and patience!

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
  14. L.A. Noire is too long? by Anonymous Coward · · Score: 0

    I finished L.A. Noire in a week. IMHO games nowadays are just too short. You pay £40-50 for a game like L.A. Noire and it only lasts you 10-20ish hours of gameplay! Whereas i can buy a game on the App store in my iPhone for 50p and it might last me months. Why should i pay £50 for something that i'll finish within a week and then never play again? Seriously developers, what the hell are you thinking saying they're too long?

  15. Wait... what? by Dr.Boje · · Score: 1

    AAA games are too long? My experience with the latest so-called AAA games is that they are too short. It looks like the developers spend most of their time crafting magnificent graphics and then the rest of the game is an after-thought that you can finish in 10 hours or less. There are so many different things you can do to a game to add replay value, why on earth would you want to shorten a game people are shelling out $50 or $60 for?

    Maybe I'm spoiled, but all of the old games I used to play I could play for weeks, maybe months, and still come back a year or two later and pick it back up. I am skeptical of the "gamers are losing patience" line; casual gamers, by their very nature, never had the patience to begin with and you can't really lump them in with the rest of us. Figure out your target market and make your game based on that, don't try to shoehorn your game into a market that doesn't want it.

    1. Re:Wait... what? by stewbee · · Score: 4, Insightful

      I think you sort of alluded to why publishers have taken this approach now, much to the disappointment of us hardcore gamers. We, as serious gamers, are not buying enough games for one reason or another. In my case, it's a matter of free time. For others it might be a matter money and $50 to $60 for a title might be too much to spend.

      Marketing departments are always looking for additional revenue sources. From their standpoint, we serious gamers have no serious business growth to them, so they need to find a way to grow the company more. Enter the casual gamer. This would be their new target audience for growth. If they can create games on a smaller budget, have it be over and done with in 10 hours of game play, and create a more consistent revenue stream (meaning that they buy another game after they finish the previous game) then it's a win for them.

      The optimist in me would still like to think that they would make AAA titles for us serious gamer types, but reality has usually proven me wrong.

    2. Re:Wait... what? by Hatta · · Score: 1

      I'm not concerned. There are enough great games from the 80s and 90s that no matter what happens in the future I won't run out of good games to play.

      --
      Give me Classic Slashdot or give me death!
    3. Re:Wait... what? by stewbee · · Score: 1

      I know what you mean. I have a box of all the games that I have bought over the years, most of which I have never finished. I installed Max Payne a few months ago and started playing it again, and I still haven't finished it. I actually had to look in that box last night and I saw the instruction manual for SimCity 300 and was half tempted to look for the CD to install and play again :)

    4. Re:Wait... what? by Anonymous Coward · · Score: 0

      I consider myself a casual gamer due to lack of time, but I don't see how that would be an issue with long games.
      So what if a playthrough takes you a year? There's a risk that you have to re-learn the controls and get into the story again but it's not really a big deal.
      The problem is when out of the 50+ hours of content more than 10 are unbearable boring. Of course I won't spend grinding 10 hours while being bored!
      DragonAge is unfortunately one of those games they managed to squarely put in that range.
      A few other games where some developer didn't know the meaning of the word "easy" apply as well. Sorry, but a game without a difficulty level where you can manage any part in the second try at the latest is one I'm unlikely to finish.
      Yes, sometimes it is fun to try different strategies and maybe try to get by something for the 10th time but if I'm forced to it stops being fun.

  16. Indie games AAA by Anonymous Coward · · Score: 0

    £1 per hour of average game time. if it's less than that i wait till the price falls to that ratio.
    only expetions are arcady games e.g. Star Soldier R (back at wiiware release)
    Indie games have never done me wrong.

  17. Movies, no games. by Tei · · Score: 1

    Videogames are videogames, and don't need to have a defined "lenght". You play then as much is fun. Think chess. You don't finish chess.

    Videogames that deliver a "movielike" experience, like FMV games, or games designed like Modern Warfare 2 or LA Noire, are highly scripted and linear, and must have a end, because the production cost are very high. But I think is a economical problem. Gamers would enjoy a historyline as long as The Wire or Babylon 5. But is to expensive to produce so much hours of enteirnament... and whold need to produce more than one "finale" to feel good.

    The other problem is how some console gamers consume games. Play a game, and sell it, to buy the next, in very quick succession. Theres also the dude that don't really have time to play videogames, so want super-short videogames to be able to see the end. If you are making videogames for this public, you must make short games. Not everyone is like that, but a big enough group of people is like that, so is influential, and spawn this type of discussion from some Game Devs (mostly these making FMV type of experiences, the people making videogames for that people).

    --

    -Woof woof woof!

    1. Re:Movies, no games. by heathen_01 · · Score: 1

      Videogames are videogames, and don't need to have a defined "lenght". You play then as much is fun. Think chess. You don't finish chess.

      An excellent point. I've always considered that if you can "finish" a game then it was never really a game to begin with. The category "game" is too broad, we need another category. You wouldn't class a movie or a book as a game, why then class a click to continue AAA title as a game then. It has more in common with the movie and book than with a game.

  18. Zelda. That's a long game. LA Noire? Not so much. by dingen · · Score: 1

    When I think of a game that's too long, I think of Zelda. One can easily put 40 or 50 hours in one of those games and still haven't finished it. I have a hard time finishing a game that long. But about half of the length of a Zelda game (say 30 hours or so) is perfect, as far as I'm concerned. 10 hours is way too short, I feel ripped off when I finish a game in such a short time.

    --
    Pretty good is actually pretty bad.
  19. Re:Then Why Have We Moved in the Narrative Directi by sgbett · · Score: 1

    I didnt think 13 was too much of a detour from the formula used in 7 thru 10 & 12.

    They all had a large component of get through the main plot and unlock the world map so you can focus on grinding and reaming the hard monsters (thus rendering the final boss almost insignificant).

    I quite liked 13 - felt 12 was a bigger disappointment. I hadn't even ground and on my first final boss run through pasted it immediately.

    All that aside though, and back to the point - 10 hours too much? you could easily rack up 100+ on the FF series...

    --
    Invaders must die
  20. Re:Then Why Have We Moved in the Narrative Directi by eeCyaJ · · Score: 1

    Plenty of recent games like that. Grand Theft Auto, Just Cause and Saints Row to name just a few, all on console and/or PC. All open world and all allow you to mess around endlessly in the game world.

  21. Looking at it wrong by Aladrin · · Score: 5, Insightful

    They're looking at it the wrong way. If someone quits before the end of the game, you've failed to make the game compelling enough to finish.

    Most FPSs fall into that category for me. They start out with some amount of story, but quickly devolve into just shooting people in new locations over and over. The few FPSs that I've finished have either been really short, or had a compelling story that I wanted to see the end of.

    Even most new RPGs are in that category for me. There's so much bland same-old-same-old fighting in the middle that I just can't care about the plot.

    On the other hand, when I'm actively engaged, I can play for a long, long time. Oblivion - 250+ hours. Fallout3 - 250+ hours. Fallout New Vegas - 200+ hours and counting.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Looking at it wrong by BillCable · · Score: 1

      You don't think Fallout or Oblivion can be described as "killing people in new locations over and over?" Actually, you're right... Fallout is more like "killing people in the SAME location over and over." I agree they're great games, but when it comes down to it, they're little more than 245+ hours of killing legions of bad guys interspersed with 5 hours of cut scenes.

    2. Re:Looking at it wrong by The123king · · Score: 1

      Exactly. Fallout 3; Fallout New Vegas and Oblivion were 3 of the best _long_ games i've seen in a long time. Plenty of replay value, plenty of things to do, a compelling and gripping story, and very little "on rails" stuff (unlike L.A Noire, in which the car chases felt like you were just playing a cutscene). You just don't see enough properly _long_ games anymore. It's easy to have plenty of replay value in open-ended games like Simcity 4 and Sims 3, since they're designed to be played over and over again, but games like Fallout 3 and New Vegas, and Oblivion show us that games developers can make, and sell, truly EPIC games to gamers, and the gamers will play them over and over again. As soon ans developers take that on board, the better. Games are not getting longer, they're getting shorter, and as a gamer, i want to get my moneys worth!

      --
      If you gave me a choice between a printer and a giraffe with explosive diarrhoea, i'll get my ladder and my raincoat
    3. Re:Looking at it wrong by Durzel · · Score: 1

      I've come into Fallout 3 very late in the day having just recently picked up the GOTY edition in the Steam sales. I've put in around 11 hours so far and I haven't yet felt like I was going through the motions with any of it. In fact without fully realising it I've ended up going off track running a side quest, and then whilst running that side quest ending up doing something else, then during that finding a little minigame in my own mind to do (disarming mines on a bridge). Hours have been consumed without me appreciating (or caring) that I haven't been advancing the main quest to a final conclusion.

      If a game is engaging enough to keep ones interest without feeling like you're just going through the motions then this "short attention span" that todays gamers are apparently supposed to suffer from wouldn't be an issue. Make something engrossing and people will become engrossed. Make a game long arbitrarily (achievements, copy-and-pasted scenarios, etc) then people will become bored and start to think "it's taking too long". Seems pretty simple to me.

    4. Re:Looking at it wrong by MrHanky · · Score: 1

      You're being too harsh. Fallout lets you kill good guys as well.

    5. Re:Looking at it wrong by Aladrin · · Score: 1

      Yes, they can. All fighting/combat games can, really.

      However, the difference is that I was fully engaged that whole time. I was killing people to get to the next piece of plot, or goal, or whatever. Most often those goals aligned with what the game designers wanted, but sometimes I had little goals of my own instead.

      I quit playing those games when I stopped having goals I wanted to accomplish, just like most games.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    6. Re:Looking at it wrong by N1AK · · Score: 1

      They're looking at it the wrong way. If someone quits before the end of the game, you've failed to make the game compelling enough to finish.

      I didn't really like Oblivion, and never got more than 10hrs into Morrowind (which imo was much better). I love Fallout, but don't have the inclination to do everything. I probably got 30hrs out of 3 and a little more out of New Vegas.

      Personally I would prefer most of these games if they were ~25% smaller but had that effort spent on making whats left better. I'm not saying they should do it for that reason (the market has varied tastes after all). I am saying that different users want different things. Players who like FPS games aren't less 'discerning' they have different tastes. The first Gears game was great (again imo) because it was so well executed, the fact that I completed it in coop with a mate in a day (~7hours) didn't bother me because it was a great 7 hours.

    7. Re:Looking at it wrong by atomicbutterfly · · Score: 1

      Interesting. I disliked Oblivion and Fallout 3 mainly because they were open worlds and didn't have the tight narrative that a closed world game such as Half-Life 2 has. I suppose I might be in the minority (which is fine), but a tightly-scripted linear game to me is more interesting than an open world, or "hiking simulator" as Oblivion became to be known.

      On the other hand I enjoyed S.T.A.L.K.E.R. - Shadow of Chernobyl significantly, which was kind of a hybrid between open and closed worlds. I think atmosphere also has a lot to do with it. Oblivion to me felt extremely generic and stale. Fallout 3... was better, but I didn't finish it. I dunno, it just didn't click with me. I think the NPCs needed better animation.

    8. Re:Looking at it wrong by tburkhol · · Score: 2

      Oblivion and FO are just killing people (even the same, generic goblin or raider) over and over. The main difference is the individual stories are small. Sure, there's the big, overall, plot, but most of the quests are little things (and independent of the main plotline) that you can do in an hour or so. They're not so much monolithic games as they are a family of related games with the same setting.

      The balance between cut scenes/dialog and action is important, too. 5 hours of movie embedded in 250 hours of hacking is a pretty good hack-and-slash. 5 hours of movie embedded in 25 hours (eg, Mass Effect, Crysis) is kinda tedious.

    9. Re:Looking at it wrong by Anonymous Coward · · Score: 0

      You're not reading between the lines, though. They don't want you to invest that much time in any one game, if it means it you might keep playing that game instead of buying new ones and increasing their revenue stream. What's really being said here is, "we believe customers will now tolerate games that take less effort to develop, and in turn, buy more of them." And no, the average price of a game won't drop to compensate you.

    10. Re:Looking at it wrong by Onuma · · Score: 1

      Just like Invisibility spells in Oblivion, the Chinese Stealth Suit is waaaaaaaaaaaaaay overpowered in Fallout. Using either of these will cheapen the quality of the game, IMHO, even if it is fun to sneak up on Super Mutant Behemoths and chop their legs off.

      --
      What else can happen when an unstoppable force collides with an immovable object?
    11. Re:Looking at it wrong by Anonymous Coward · · Score: 0

      What else can happen when an unstoppable force collides with an immovable object?

      Quantum tunneling on the macroscale :p

    12. Re:Looking at it wrong by Aladrin · · Score: 1

      Interestingly enough, a lot of 'hard core' gamers had exactly the opposite complaint about Oblivion and Fallout 3. They claimed the radars at the bottom of the screen (and marks on the map) destroyed the 'open world' by pointing to exactly where you need to go.

      For me, it's just about perfect. I enjoy both kinds of games (tightly scripted, and open world) and these seem to hit the exact right spot in the middle for me.

      Thank goodness there are a lot of games out there, because I find a lot of the popular games just aren't my cup of tea. :)

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    13. Re:Looking at it wrong by Aladrin · · Score: 1

      You may very well be correct. That has certainly been a trend lately in games. But there are still some that continue the old tradition of providing a LOT of playtime, if you want.

      In Bethesda's case, they only put out a game every few years... So if you play the game for 250+ hours like I do, it doesn't bother them a bit. In fact, with DLC, it gives them a chance to keep you paying.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    14. Re:Looking at it wrong by Anonymous Coward · · Score: 0

      Thank you! You hit the nail on the head. Several of the AAA Games I loose interest at their beloved 8-10 hour mark due to their failing to make a game interesting enough. (see repetitive levels, keep using the same gimmick to death, terrible story etc) Heck even the newer gamers are bored as well. Hiding behind the multiplayer feature in hopes of producing less content for customers $$ value is not a valid excuse either. Example, "We really wanted to focus on the multiplayer experience". It is far too common now where the developers use the mosh pit trick hoping players will create the content for them.

      Additionally remember when DLC was _supposed_ to extend a good games life and keep it interesting vs a quick cash grab and charging for features that would have been included in the original price. Now $85 game vs $60.

      The horrible truth is that as long as we keep giving them our hard earned money they will keep lowering the quality of games until WE stop it. There are several AAA games that are now on the "will not purchase" list.

    15. Re:Looking at it wrong by Darinbob · · Score: 1

      I got bored with Half Life 2 early on. I liked the original, and I waited until last year to get HL2 (took that long to get cheap enough to get below my anti-Steam level). In some ways it was like the original: highly on rails with no deviation allowed, lots of shooting with never quite enough ammo, etc. But for some reason it just didn't have the style of Half Life 1. It should have had a lot going for it, but they just kept stringing me along with a hint of some story opening up just ahead but it never came. So just put up with the stupid shooting part for a little longer and you may get something as a reward. Even at the end of the game the story never came! (apparently you have to get HL2.2 to get that). OK maybe it wasn't that bad but I think it was the hype not living up to reality. I'm not a shooter fan and that's probably what makes the difference, because I see a lot of shooter fans just gush about HL2.

      Meanwhile, I explore every nook and cranny of Fallout 3 and didn't get bored. I even paid for the DLC and I have never done that (mostly because I bought the game a second time which included all DLC, all for less than the price of one DLC purchased separately). You can play Fallout 3 as a straight forward story if you want, or just open it up and explore. Ie, you have actual options! The difference from being on rails like HL2 is that you have to decide on your own how to achieve goals, instead of just choosing the one and only exit. Maybe you make a beeline on the main quest, or instead you decide to make allies and get better equipment first. The real drawback here is that when you finish the main quest the game is over; you have to reload the game if you want to finish up side quests or go exploring. So I felt that there was a bit of conflict between choosing to save the world or seeing what's hidden in that new vault I found.

    16. Re:Looking at it wrong by RivenAleem · · Score: 1

      Final Fantasy 7, oh my god but I put so many hours into that.
      Borderlands - still putting so many hours into it.
      Hunted - One playthrough as the archer, and doing another as Caddoc. This game is linear, but short enough that you can playthrough it twice without getting ZZZ over the plot.

      I wonder what would happen if you went back to games that you couldn't save your progress in, like on the old consoles. Sonic the Hedgehog was a 2-3 hour game, but w/o a level select cheat/codes, you had to invest many hours to progress farther along at each sitting. Earthworm Jim, Alladin, Strider, Kid Chamaelon etc all good and engaging games that were short enough to play in one sitting, but long enough that it took you weeks to complete.

      The 3 games listed above have items that are common to many games, but then they have something special (FF7 story, Borderland's well executed splitscreen play, Hunted's 2-player mode) that makes the games among the few that I play to the end.

      Darksiders was a game that I felt was too much like every other hack n slach (devil may cry, god of war, heavenly sword) with an extremely predictable plot and nothing that really set it aside from other games, that I didn't play more than 2 hours of it.

    17. Re:Looking at it wrong by Aladrin · · Score: 1

      I'm afraid I don't have patience for games that don't let me save any time I like. I even find myself annoyed by 20-minute intros now because quite often something else will come up that I have to deal with. Real life is just more important now.

      I actually hated FF7 at first. The initial city didn't interest me at all. It wasn't until you left the city that it finally grew on me... It'll never be in my list of top games, but I did put a lot of hours into it, and I'm looking forward to a remake.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  22. No by omega8932 · · Score: 1

    There's not much to say other than that. I still enjoy getting my money's worth out of a game, and if it's only a couple of hours long I'm not buying it. If the trend keeps up, I'm going to back to reading and playing cards in my free time. The major advantage of games at a $60 price point is I know I'm going to get some kind of continued enjoyment out of them. If I'm done with a game after 10 hours, it's not worth my time.

  23. Re:Zelda. That's a long game. LA Noire? Not so muc by Anonymous Coward · · Score: 0

    Are you serious? Zelda games at the longest point have been like 10 hours long, and have been getting shorter in recent times. Hell, WW and TP would have been like 4 hours each if not for the cheap, play extending triforce hunting and wolf segments.

  24. "Videogame Stories." I Always Chuckle at That... by RobotRunAmok · · Score: 2, Insightful

    Videogames are not books or films; they are a different medium altogether. Consequently, videogame developers should be focusing on the interactive aspects of videogame play that are unique, not trying to imitate the linear aspects of other media. Never mind that the videogame stories are inevitably dreadful imitations of book and movie plotlines that have been done before by legitimate storytellers.

    And you videogame players that are vocally insistent that developers focus more on story and less on multiplayer and other uniquely interactive aspects of their craft: Stop! Go read a book. You don't attend a ballet and then complain that none of the performers sang; stop complaining about lack of story in your videogames.

  25. Don't always have to finish by DominoCo · · Score: 0

    Less than 10 hours is a bit short for me, especially for games like Heavy Rain. You don't have to always finish a game... really... if you don't have sufficient time to play or to explore more.

  26. Nonterraqueous by ledow · · Score: 1

    I once spent several days playing through Nonterraqueous on the Spectrum, with brother and father on standby to take over, as we tried to a) complete it for the first time and b) map it as we went. No reloads, no checkpoints, no "saves".

    It took forever, and the largest piece of graph paper you've ever seen in your life, and still we only just managed to complete it and huge areas of the map were blank. The next week, someone else published the first ever map of the game in a games magazine, so it took them just as long to do so, if not longer.

    10 hours? It's okay. A bit short. It means a "new" game would last me about a week or so of casual play. I can get 100's of hours out of games that cost far less. As far as I'm concerned, it's the money/time ratio that's important and AAA titles always fail on that (e.g. £50 for 10 hours is £5 per hour - some people don't even earn that, let alone can blow it on entertainment). I'd expect the ratio to be less than 1 for any title, and a lot less than half for anything decent.

    Which probably explains why I haven't bought a full-price game in years, don't pre-order and don't pay more than about £10 for anything any more (but will happily spend £50 in the Steam summer sale, etc.). Back in the Spectrum days, I completed exactly ONE video game and exactly ONE arcade game (Final Fight). My Steam list? 350 games, and pretty much anything I installed that lasted an hour without getting deleted has been completed.

    Are we really counting things like "get all the achievements" or "do it on stupidly-impossibly-unfair difficulty" in order to "complete" a game, because even some huge AAA titles only took me a handful of hours to complete.

    When HL2:Ep3 comes out, I will be setting aside 5 hours and £30. If it's worse value than that, I will really have to consider whether it's worth completing my "set" of HL games just to recognise good game authorship. And that's my most eagerly anticipated title yet.

    1. Re:Nonterraqueous by Anonymous Coward · · Score: 0

      Congrats on completing nonterraqueous. I haven't completed it yet after 25 years. Yeah, no save points and no lives. You touch the wrong thing and you start from the very beginning.
      So I cheated, but I couldn't get past the gas room.
      I suppose it would have been easier to map the game from a dump of the code.

  27. Absolute Garbage by ColonelClaw · · Score: 1

    The longer the game, the better, as far as I'm concerned. Just thinking about spending £40 on a game like MW2 that has a 10 hour campaign makes my blood boil. All of my favourite games are long, all the Zeldas, GTAs, Elder Scrolls etc. This is what games should be like, and I will always buy them and never pirate them. Any game that's what I consider to be too short I will grab a bittorrent of, as I refuse to line the pockets of lazy-ass developers.

    1. Re:Absolute Garbage by Anonymous Coward · · Score: 0

      I've probably played 100 hours worth of MW2. It's all about the online mode. Which if you are not interested in, then of course the game is poor value.

    2. Re:Absolute Garbage by Evil.Bonsai · · Score: 1

      AAaargh! Is it JUST me or does anyone else keep reading MW2 as MechWarrior 2? EVERY time I see that it happens and it drives me nuts!

    3. Re:Absolute Garbage by cvtan · · Score: 1

      What online mode? Is this the Cerberus network option?

      --
      Sorry, but gray text on gray background is making my eyes bleed.
    4. Re:Absolute Garbage by Elbows · · Score: 1

      Me too! Glad I'm not the only one. :)

    5. Re:Absolute Garbage by Anonymous Coward · · Score: 0

      Actually that was the only meaning I was aware of. Had to search to figure out it meant "Modern Warfare"

    6. Re:Absolute Garbage by heathen_01 · · Score: 1

      Its not just you. Bring back MechWarrior!

  28. AAA games? by rossdee · · Score: 3, Funny

    Anti Aircraft Artillery?
    American Automobile Association
    LR03 1.5v batteries ?
    Amateur Athletics Association ?
    Abdominal Aortic Aneurysm ?

    and so on.

    I remember playing games based on the first of those (Ack Ack gunner) about 30 years ago

    1. Re:AAA games? by cvtan · · Score: 1

      Thank you. I don't know what it means either. AAA is also a credit rating and the American Anthropological Association. Somehow I managed to get through Mass Effect 2 without that knowledge.

      --
      Sorry, but gray text on gray background is making my eyes bleed.
    2. Re:AAA games? by Anonymous Coward · · Score: 0

      It's the credit rating you need to have to be able to afford them.

    3. Re:AAA games? by Anonymous Coward · · Score: 3, Informative

      Anti Aircraft Artillery?
      American Automobile Association
      LR03 1.5v batteries ?
      Amateur Athletics Association ?
      Abdominal Aortic Aneurysm ?

      I first heard the term while working in the games industry about 10 years ago. I don't think there's any formal definition anywhere, but it's basically the idea that we could waste our time making a grade B game everyone will ignore, or make something decent that's grade A. But we're so hot that we're going beyond that and making a grade triple-A game! I kind of remember there was a brief time when they used AA, before realizing that the third A made all the difference.

      In practical terms, I think AAA just means a big budget and console support, because I've seen some otherwise really shitty "AAA" titles.

    4. Re:AAA games? by Rob+the+Bold · · Score: 1

      Anti Aircraft Artillery? American Automobile Association LR03 1.5v batteries ? Amateur Athletics Association ? Abdominal Aortic Aneurysm ?

      and so on.

      I remember playing games based on the first of those (Ack Ack gunner) about 30 years ago

      I read TFA, and the term is not defined. Maybe the gamespot.com audience for the article would be expected to know it, but not all Slashdotters are gamers, so, yeah, a little help in the summary might be in order.

      So I googled it, not expecting to get lucky on the first try, but I did. The first result actually answered the question, I think. It's a "big budget" game. Or maybe it reflects big sales. Or maybe a game of particularly high quality. Still not sure, and still not clear on the etymology of "AAA", maybe it's like a bond rating? Like that makes it any clearer.

      --
      I am not a crackpot.
    5. Re:AAA games? by SleazyRidr · · Score: 1

      If you're willing to be a little loose with the definitions, I've played games based on the first three. If you're willing to be a lot loose, I could claim all five!

    6. Re:AAA games? by Anonymous Coward · · Score: 0

      And still no answer. I remember the first time I saw MMORPG, and I was pronouncing it "Mmmmmorpguh!" to troll the people who knew what it meant, because they were all annoying losers, and wouldn't tell me.

    7. Re:AAA games? by Anonymous Coward · · Score: 0

      Not an acronym, just a way of referring to high-budget high-profile games.

    8. Re:AAA games? by Truth+is+life · · Score: 1

      The term comes from the credit rating. The idea is that a AAA game will, like the AAA credit rating, be "safe," both in financial terms (it will most likely make a lot of money) and in player terms (it will most likely be fun), as it has a big budget and one of the big studios behind it. In practice, of course, plenty of AAA games would be better rated F.

    9. Re:AAA games? by demonbug · · Score: 1

      Anti Aircraft Artillery?
      American Automobile Association
      LR03 1.5v batteries ?
      Amateur Athletics Association ?
      Abdominal Aortic Aneurysm ?

      and so on.

      I remember playing games based on the first of those (Ack Ack gunner) about 30 years ago

      Beach Head? It's only 28 years old...

    10. Re:AAA games? by jfengel · · Score: 1

      Thank you, masked man!

    11. Re:AAA games? by Huckabees · · Score: 1

      Ack Ack gunner is only a AA game though.

  29. Kill 'em all. by Anonymous Coward · · Score: 0

    Find the people on this panel... and shoot them. THEN find the people they're aiming these "social and casual" games toward, and shoot them too. While we're on this rampent killing spree, find the marketers pushing DLC "content"... and eviscerate them.

    Does anyone remember the games of time gone by where your closest "checkpoint" or save was... the begining of the level... and if you switched off in a rage, you had to start all over again?

    Do you also remember going straight back to that game the day after... simply because it was good?

    These people ruined that.

    1. Re:Kill 'em all. by JohhnyTHM · · Score: 1

      +1. My kingdom for mod points.

    2. Re:Kill 'em all. by Quiet_Desperation · · Score: 1

      Does anyone remember the games of time gone by where your closest "checkpoint" or save was... the begining of the level... and if you switched off in a rage, you had to start all over again?

      Yes. But was that good game design, or just the fact that consoles had no storage media? The "cehckpoint" was the beginning of the *game* in most cases. Beating a game required marathon sessions that only little kids have the time for. Can you imagine playing the first Zelda without the storage memory they built into the cartridge?

      The PC games I played at the time, mainly RPGs and adventures, allowed frequent saving.

      Do you also remember going straight back to that game the day after... simply because it was good?

      Unfortunately, I now have a career and somewhat of a life. I consider it a personal insult by a developer if I cannot save anywhere at any time. I even advocate a "hibernate" function in the next generation of consoles where any game can be stopped and stored in it's current state at any time. Anyone who disagrees is welcome to come work as my personal assistant (for free) so I have more gaming time.

  30. Re:You can fight like a Krogan, run like a leopard by Anonymous Coward · · Score: 0

    Sovereign: "Rudimentary creatures of blood and flesh, you touch my -- my tra-la-la..."

  31. 10 hrs are they serious by Anonymous Coward · · Score: 0

    Really, i mean 10 hrs next it will be 5 hrs with DLC's
    Most gamers don't finish games because they are BORING repetitive heaps of junk that aren't even worth the money you pay for them. kill this guy do some crappy jump / pipe puzzle kill a boss, end game, or some railroad cod clone where you don't even need to fire a shot to win. Usually after the first 1 or 2 levels you don't need to finish the game, the end is usually obvious and offers you nothing new other then more enemies in a different location. i personally like long games, hell i spent 3500 hrs on 1 game over 5-6 years before i finally grew bored of it.

  32. Gamers are not just one market by Aceticon · · Score: 5, Insightful

    Thinking that "gamers" are just one market with one mind and one set of tastes show an incredible lack of business and consumer awareness.

    Is somebody said "The recent explosion in take-away, fast-food outlets shows that restaurant-goers are not interested in sitting down and having a long meal in a pleasant environment. The likes of cheap takeaway sandwich sellers have changed the expectations of restaurant-goers. Since restaurant-goers are paying less money, there is less need to create nice-evening-meal-in-the-restaurant experiences because consumers no longer feel shortchanged" you would think them to be morons and yet that's what this "panel" said about games.

    To put things bluntly:
    - The production values of the cheap crap you can play on your own on your mobile when riding the subway to work have absolutely nothing to do with the expected production values for a game you play at home in the evening or during the weekend, on a dedicated game machine connected to a big screen, probably with friends, just like the quality of the food and service from the local sandwich vendor from where I pick-up my lunch when at work has absolutly nothing to do with the quality of the food and service I expect from a good restaurant where I go to in the evening or weekend with my friends, family or someone special.

    They're different markets!

  33. Why not more options? by drolli · · Score: 1

    I would be happy with gradually paying for a game if i keep enjoying it. In the same way i can buy or rent a single episode of a tv series or buy a whole season set, this option should exist for games.

    1. Re:Why not more options? by GrumblyStuff · · Score: 1

      Demos use to fill that spot. And if you wanted to keep playing it (or play more) you bought the game. Further urges to play more (different but similar) content meant buying expansion packs or sequels.

      I don't know about you but I want self-contained games that can be finished and resolved within that singular game. I don't want to pay per level, track, chapter, era, timezone, tech level, world, or any other way games can be divided up.

      Episodic content just seems like an excuse to ship games before they're complete and to $10 or $20 players that want to finish the game.

    2. Re:Why not more options? by vlm · · Score: 1

      I would be happy with gradually paying for a game if i keep enjoying it. In the same way i can buy or rent a single episode of a tv series or buy a whole season set, this option should exist for games.

      In other words, the current "Dungeons and Dragons Online" business model. A tolerably fun game where you buy areas. Another way to look at it, is you pay money for areas full of good loot, and the free areas have junk loot. I wish they had a marketplace of 3rd party areas instead of just corporate areas. The junk paid areas have a rep amongst the players and as such are not purchased, so the devs have a bit too much financial incentive to level the playing field and to make the areas too easy, which I don't like.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    3. Re:Why not more options? by zerocool6900 · · Score: 1

      Only problem with Demos is that all the current demos I've played either require you to pre-order the game or the developers spend extra time on the demo to hype the game and when the game actually is released its only resemblance to the demo is maybe some of the art and parts of the storyline...and these usually don't fit in anywhere.

      --
      Some people never learn...no matter how many times something happens to them.
    4. Re:Why not more options? by heathen_01 · · Score: 1

      Splitting up games with episodes & dlc can also kill the mod scene. Especially if the game developers lock down the game to prevent modding. We would never have had counterstrike if the original game was locked down.

      Will the financial motivation behind dlc & episodic content hurt them in long run? If it was a crap game to begin with then probably not, but I have personally bought games just because of the mods available for it.

    5. Re:Why not more options? by GrumblyStuff · · Score: 1

      Of course they lock down modding and, more recently, player run servers and LAN play. You can't force obsolescence if players can make their own content and can play online without dev/publisher support. Such a sad state.

    6. Re:Why not more options? by heathen_01 · · Score: 1

      It just sounds counter intuitive though, can a developer release a game every 10 hours? If not, do you want YOUR gamers to continue getting value out of your game with mods/multiplayer/etc or go and spend their money on someone elses game? When you finally release your next game they have been hooked on a competitors game or spent all their money on other games.

      Once you release your next game if its not a steaming pile then people will move over. The network effect will obselete the game for you quickly enough.

    7. Re:Why not more options? by GrumblyStuff · · Score: 1

      I think it's the effect of publishers getting bigger and bigger and more control being yielded to sales and marketing departments. For all I know, they see their game from two years ago as competition especially if players don't need a subscription to play. Why let players create and share maps when devs can reshuffle assets already made into new levels to sell? That's much cheaper than making a new game right away.

      It's a shame they don't see the value in cultivating a community.

    8. Re:Why not more options? by Anonymous Coward · · Score: 0

      Telltale games does this. Sam & Max Seasons 1-3, Tales of Monkey Island, and the Strongbad game are all 5-6 episodes that were released... well... episodically... for around $5-6 an episode. They were(are) distributed digitally, and at the end of the season they press a physical copy for purchase as well. If you bought all the episodes as they were released they'll send you a physical copy for the cost of shipping and no more. To make things even better, if you came in at the end of the season and only bought the physical copy, they still hook you up with the digital copies so you can start playing while your stuff is on its way to you. That's the best part for me, being able to download and play all the games without ever having to break the shrinkwrap on my physical copies.

      They had a sale a while back and I bought all 5 games previously mentioned. I downloaded Monkey Island first and beat the whole thing before I even got the physical copy. That's not to say it was short however, as my stuff was backordered and took a couple of weeks to arrive. Across the 5 episodes I probably spent a good 20-30 hours beating it. Would have been worth every penny at full price, let alone the sale I got on it. The first season of Sam & Max came in a little shorter at 15-20 hours, but that was mostly due to the puzzles being much more straightforward than in Monkey Island. I have yet to play the other 3 games, but I expect that for at least Sam & Max season 2 & 3, they improved and made them last a little longer. That's another benefit to an episodal format; the developer can get feedback from customers earlier and lower their turnaround on improvements.

      Point being, this isn't a new concept, as a few game houses have apparently caught on that shorter games with a lower price-tag certainly have a place in the market. You just have to look a little harder to find developers that offer them.

      Disclaimer: I am not affiliated with Telltale games in any way, I am just a very satisfied customer.

  34. They're too similar by thetoadwarrior · · Score: 1

    If every book was a sequel with little to no difference between the previous title and its competitors then people would likely claim books are too long but that's not the case. Perhaps gamers just give up after they realise it's the same old rubbish and isn't worth pushing onwards.

    1. Re:They're too similar by Anonymous Coward · · Score: 0

      Have you ever read Harry Potter? Talk about formulaic books...

  35. Gamers are losing patience [[citation needed]] by VeryLargeNumber · · Score: 1

    How does he know if "gamers" are losing patience? Did he do any survey, or is he extrapolating from own opinion?

  36. I sort of get where this is coming from... by eeCyaJ · · Score: 1

    Gamers have grown up. They're in their late 30's now. They have more disposable income, but less time. I know that occasionally I don't finish a game unless I get really invested in it. It becomes difficult to revisit a game after you've put it down for a length of time.

    1. Re:I sort of get where this is coming from... by thrash242 · · Score: 1

      I buy most games that come out that I think I want to play at some point. Thus, I have a large stack of games (and books) that I haven't even started yet. And no, I'm not a casual gamer. Video games are my main hobby.

      In a way, I agree that some games are too long. When I buy a heavily story-based game, I don't want to play through filler that was added to artificially extend the total playtime. I want to play through it, have the intended experience, and move on.

      Now, if those games have replayability for those with more time than money, fine. Look at most older games that weren't RPGs. You could finish them in an hour or two, but they were fun enough that you'd want to play them over and over. I think there's still something to that.

      When I was a kid and I had more time than money, longer games were good because I couldn't afford many games. Now, I have the opposite problem.

      For what it's worth, I do also play games that aren't story-based that you never "finish"--fighting games and the like.

  37. So... by Tridus · · Score: 1

    They didn't think that maybe people didn't finish Heavy Rain because it turned a lot of people off with the screwy controls, rather then that it was too long?

    There's a fairly large segment of the people who buy any game that won't finish it because it turns out they don't like it very much.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  38. "Length" isn't a problem by MadKeithV · · Score: 1

    Lots of people seem to be of the opinion that the "length" of a game from start to finish should somehow stack up against the price. I disagree. I think the amount of time spent playing is more important. Unreal Tournament: length of a single "game" is less than ten minutes. I've played this game for many many hours. Civilization 4: length of a single "game" is longer (depending on settings too), from a few hours to 20 hours for a marathon game. Again, I've played this game for countless days.
    The length "problem" is a problem only if replay value is bad. This can have several causes: very linear game play with no options - why would you play it again? Or non-linear game play, but long dull segments you cannot avoid - it's not enough fun to play again. I personally do not like a lot of "long" games (games that take a long time for a single play-through). I did not get through Zelda: Twilight Princess, bailed on the Baldur's Gate PC RPGs half way through, etc., because at a certain point I had seen all the gameplay and it no longer captured my interest. I played 10 minutes of a Final Fantasy demo one time, and it already bored me to tears with its gameplay, and nothing could entice me to keep going just for the story. If I want a great story, I'll read a great book instead - because nearly all of the time those stories are much better than even the best in computer games.

    1. Re:"Length" isn't a problem by Beyond_GoodandEvil · · Score: 1

      bailed on the Baldur's Gate PC RPGs half way through, etc
      Wow, you did yourself a disservice. I didn't play the first one or the tales of the Sword Coast, b/c after watching my roommate beat everything w/hasted archers, but the second and the expansion had much richer game play along with mods that have made the AI even more clever.

      --
      I laughed at the weak who considered themselves good because they lacked claws.
    2. Re:"Length" isn't a problem by petermgreen · · Score: 1

      Unreal Tournament: length of a single "game" is less than ten minutes

      A round may be less than 10 minuites (though IIRC other than assault all the rounds in the "tournament" are limited by score not time) playing through the "tournament" takes a LOT longer than that.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    3. Re:"Length" isn't a problem by demonbug · · Score: 1

      Unreal Tournament: length of a single "game" is less than ten minutes

      A round may be less than 10 minuites (though IIRC other than assault all the rounds in the "tournament" are limited by score not time) playing through the "tournament" takes a LOT longer than that.

      What are you talking about? Are you suggesting that UT had a single-player mode? Blasphemy!

      Next you'll probably be claiming that BF1942 had a campaign mode!

  39. Breaking news! by Anonymous Coward · · Score: 0

    This just in: casual gamers prefer casual games.

    Here's Thom with the weather.

  40. Re:"Videogame Stories." I Always Chuckle at That.. by Vanderhoth · · Score: 1

    Without a story you might as well be playing farmville. I think there's a fine balance. What I've found is developers are getting too heavy into trying to make a game look good they're leaving out the story and possible arcs from it. Story is an important element, but it's different then a book, it has to be interactive. It can be linear, but I don't want to be forced into following it until I've had a chance to explore an area.

    That was the problem with FFXIII was it was cut scene, run down hall, fight, cut scene, run down hall, fight, with no option to go back. Pretty much until you're over 3/4 of the way through the game, then there's one area you can run around in for a while, then back to cut scene, run down hall, fight. I did beat it pretty easily, but I was disappointed and most likely won't pick it up again for sometime.

    FFXII was an awesome game, which I've played four times and never beat because I keep getting tied up in side quests, which I like. The story line is great, but I'm not forced into it and I can do all the exploring and grinding I feel like and move easily back to area's I've already been in to make sure I didn't miss anything.

  41. Re:Then Why Have We Moved in the Narrative Directi by Evil.Bonsai · · Score: 1

    "satisfy the explore and dick around urges that were once filled by console or even offline single player PC games"
    I'd say playing outside with friends and roaming the neighborhood, but that's just me.

  42. Re:You can fight like a Krogan, run like a leopard by HAKdragon · · Score: 1

    I'm commander HAKdragon, and this is my favorite comment on slashdot.

    --
    "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
  43. Re:"Videogame Stories." I Always Chuckle at That.. by Evil.Bonsai · · Score: 2

    That was a dumb analogy. If you're going to use ballet, then you should say "don't complain when they don't break dance in the middle of Swan Lake."

    Games can be interactive AND tell a story. A video game isn't defined as 'interactive button mashing repeatedly doing the same thing over and over, ad nauseum, for hours on end." If a game doesn't have a story to push it forward, or at least some type of goal, then it really isn't worth playing.

    Sure, Portal would've been fun without a story. But with that little extra bit of story added in, it went from something mediocre to something fantastic. All because of STORY.

  44. Re:Then Why Have We Moved in the Narrative Directi by Sinthet · · Score: 2

    There's a good deal of sandbox style games, but I think I know what you're getting at. The problem most people have with games like the old Final Fantasy's is that there is sometimes too much choice, since you can often wander around without finding the character you're supposed to. These days, games tend to follow a constant reward system, where the player is constantly making progress, or is given a proverbial carrot to follow. There's really no more of the "wander the F* around until you find something useful", because it doesn't play on human psychology in the same way. The short, easy reward
    games are more addicting and more immediately rewarding (Though certainly not necessarily better).

    There's games like Oblivion and Morrowind(Though thats probably considered a classic by now), which kinda have the free-roaminess of certain classic RPGs, but in Oblivion especially, you're always given an easy, surefire way to track someone down.

    However, for the most part, I think game designers have noticed the psychological reward system sells games because its so addictive. You're constantly getting positive feedback for completing challenges that are just hard enough to not be boring.

  45. Let's not focus on plot by Anonymous Coward · · Score: 0

    Let's just add more grind like we always do when we're clueless.

  46. Re:Then Why Have We Moved in the Narrative Directi by Ironhandx · · Score: 1

    O_O

    Dude, you need to see a doctor immediately. I'm fairly certain you're having seizures on a regular basis and aren't aware of it or have some kind of tumor pressing on your brain.

    FF13 was, from a very very very high birds eye view the same formula as the rest of the FF games. The rest is where it became crap. There WAS NO COMBAT SYSTEM. I could tape a quarter down on my controller and walk away then come back when I heard a cutscene happening.

    The voiceacting was meh, the only decent part was the graphics. While FF12 wasn't exactly the cream of the crop for FF games it was leagues beyond FF13. FF13 was just a really long FF movie that you had to hold down the "play" button for.

  47. well duh by argStyopa · · Score: 2

    It's a matter of value. It always was about that too.

    Designing a game requires a basic set of resources. Programming, art, and content.

    No matter how long your game is, you have to program the mechanics. That's essentially a fixed-cost.
    Content is what determines the length of the game - the number of levels, the number of puzzles, the scripted scenes, etc.
    Art investment is roughly linear in proportion to content. You don't necessarily need to generate new art for every scene, but you also can't make (much of) a game with one character in one room with nothing ever new.

    Therefore the costs to develop a game have some floors.

    Your customers' willingness to invest falls off as you increase price or decrease length (perceived value). $50 for a 50 hour game seems to be an acceptable price point for many, so lets call the commercially viable curve $1/hour (all the while aware that this may not be a consistent relationship over the length of the curve, but let's go with it). So a 10 hour game would sell at $10.

    Can an AAA title be developed - including the 'floor' costs of basic programming and art - and generate per-unit revenue at this price point? Arguably, there's SOME market (essentially DLC is trying this out already - we'll sell you some more content with a small amount of new art and no new programming - for $10). But that's usually for a game that they've already sold successfully, so there's already a consumer market 'primed' to like it.

    Otherwise, buying games are a risk, like buying a book or movie. There's no way to tell if you'll like it. So gamers may be more willing to drop $10 for a 10 hour game just because the absolute risk of loss is less than the $50 for the full game.
    Right now, the paradigm is to give away 15min-1hour of content as a 'demo' (free) to allow potential consumers to test the game and see if they like it. While the content is substantially longer, there's the possibility that consumers would still see the 10-hour game for $10 as 'trying to sell the demo'.

    --
    -Styopa
    1. Re:well duh by Anonymous Coward · · Score: 0

      Designing a game requires a basic set of resources. Programming, art, and content. [...] That's essentially a fixed-cost. [...] Art investment is roughly linear in proportion to content.

      It's possible to make a smaller game for a smaller budget. In my experience, the programming is always the most expensive part, and other content is either comparatively negligible or highly scalable, as you mention. At my last company, we made lots of games (mostly a mix of 2d Flash and 3d PC) for lots of clients. We generally started with a goal of making a game about [topic] that costs less than [budget] to make.

      The easiest way to fit within that budget is to reduce the scope of the game. 3D movement adds $10k to the cost of our tiny game? Then it's a 2D game. Each new powerup class adds $250k to the cost of our big game? Then we'll have the main 3, instead of 12. Adding the full-city economic simulation adds a million? Guess what we're not having!

      Code reuse is also really nice, the times that you're able to use it.

  48. Valve does it right by Anonymous Coward · · Score: 0

    How much plot or how much length isn't as important to me as how immersive the game is. What I think makes Valve the king of all videogame companies is how immersive their games are. Consider how plot is communicated to you in games like halflife and portal. There's rarely any cutscenes - you NEVER leave your character's point of view, and most of the time you have control while the plot is happening. The games leave it up to the player to discover things too ("the cake is a lie", glados' consoles printing cake recipe, etc.) To me, this style of game takes the medium far closer to its potential

  49. long-form narrative such as film? by wisnoskij · · Score: 1

    What? Since when did film start being considered a long form of narrative?

    --
    Troll is not a replacement for I disagree.
  50. hour per buck is what matters by Opportunist · · Score: 1

    Let's be honest here. I am NOT going to pay 50+ bucks for a game that I put away no later than 2 hours after starting it. I would definitely feel ripped off. If this is an attempt to rationalize why you do not want to produce quality anymore and still charge 50+ bucks for it, you failed. Nobody will fall for the "less is more" spiel. How am I supposed to understand that? "Oh, we shortened the game for your convenience so you can get the complete experience because we feel like you would put it away after 3 hours and not see the end, and this would frustrate you, so we cut it short, but we'll still charge the full price for it".

    Sorry, no sale.

    If you feel that way, put in a storyline that takes just 3 hours but include side quests worth the money. Then we can talk. But just charging more for less content is certainly not going to work out.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  51. Re:"Videogame Stories." I Always Chuckle at That.. by vlm · · Score: 1

    Videogames are not books or films; they are a different medium altogether.

    First of all "videogames" is now a synonym for "FPS". We are not allowed to talk about non-FPS video games, other than to make fun of them and call them casual. How a tactical hex wargame that takes 150 hours to play is "casual" is a mystery we are not allowed to think about. video game = shooting thousands of people and thats all it is allowed to be, and is all we are allowed to think. This is /. and we do not tolerate thoughtcrime here, get your mind closed and think what the PR people told you to think. Other forms of entertainment involving a computer hooked do not exist (other than pr0n, but that's more a lifestyle than an entertainment).

    Given that, videogames are mostly vacations. Not stories. Not role playing. Vacations complete with stereotypical "ugly american" behavior, combined with all the heroic levels of ethical and moral behavior you'd expect while anonymously re-enacting the mai lai massacre as per the game designers orders.

    Maybe there's a little "historical re-enactor" going on. One zillion SCA guys go in a field and "sword" each other. One zillion "Civil War"/"War of Northern Aggression" reenactors go out in a field and shoot each other. One zillion WWII reenactors hit the FPS video games, maybe its just that simple. Thirty years ago they would have been wearing gray uniforms, hauling cannons thru fields, and talking with fake southern accents as they re-enact the War of Northern Aggression.

    Or in summary, video games have to be stereotypical and boring because they have to be FPS and it is not possible inside a FPS to shoot thousands of people in unique ways.

    If you carefully and methodically fold yourself into a tiny boring little cardboard box, don't act all insightful at the observation a decade or two later that you're now really bored and surrounded by tasteless cardboard.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  52. It's not the length, it's the pace by Anonymous Coward · · Score: 0

    My problem isn't that the story is 60 hours or however long. It's that the story is paced assuming I've made a commitment to play it through to the end. So they don't see a problem in having hours of introduction/exposition/tutorial before you're playing the real game. I don't have hours and hours to play at a time, so knowing that I have to slog through an hour of bad voice acting and no meaningful control, and then probably two to ten more hours where most of the selling points of the game have yet to be unlocked before I can play the real game just isn't attractive.

  53. Re:Then Why Have We Moved in the Narrative Directi by Snaller · · Score: 1

    I tried Mass Effect, but it was talking talking talking - never me doing, so i quickly dropped that.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  54. I treat game purchases as a movie ticket by L4t3r4lu5 · · Score: 1

    I go to a cinema and I buy a ticket, I get one experience of the work, and it costs me around £7 for 2 hours entertainment.

    As most AAA games cost £35 for the PC now, I expect 5x as much entertainment for that price. If I don't get 10 hours enjoyment from your AAA title game minimum, you failed to produce a good AAA title. It has nothing to do with me being impatient, it has to do with repetitive gameplay, shallow plot, broken gameplay mechanics, buggy code, and value for money.

    I will gladly pay for AAA titles which give me a great gameplay experience, and I would very much enjoy them to last well over 10 hours (I don't have New Vegas yet, but if it's anything like Fallout 3, I'll be losing days playing it, not hours).

    By the way; £FIX£ £UNICODE£ £SUPPORT£ £FOR£ £STERLING£ £SYMBOL.£

    --
    Finally had enough. Come see us over at https://soylentnews.org/
  55. That's not the question they wanted to ask by Anonymous Coward · · Score: 0

    The cynic in me says the real question would've been: "Can we sell games that last for an hour for $60 and save lots of $$$ on development costs?"

    The gaming industry has really killed itself with its own success.

  56. Re:You can fight like a Krogan, run like a leopard by Anonymous Coward · · Score: 0

    Don't watch Mandalore's Sovereign-Disturbia remix then or you might die of laughter...

  57. Re:Then Why Have We Moved in the Narrative Directi by aekafan · · Score: 1

    If you wonder why World of Warcraft has such a large and loyal player base, it's probably because there's not a lot of other games to satisfy the explore and dick around urges that were once filled by console or even offline single player PC games.

    I found the reason World of Warcraft has such a strong following is not because it is good, but because it has perfected the addiction formula of the MMO genre. It says "look at all of this content we have", when the content consists of doing very nearly the exact same thing over and over, until you get the slight improved reward. I don't call that content so much as addiction. Especially with WOW. I couldn't make it past 70 in that game because i had realized all that i had done and all i was doing were the same damn thing, repeat ad nauseam.

    A GOOD videogame gives you an objective to complete, and when finished you can move onto something else.

  58. Re:Then Why Have We Moved in the Narrative Directi by Anonymous Coward · · Score: 0

    Er.. Aren't open world games pretty much the defacto standard for AAA Titles now? Oblivion, Fallout games, GTA (and all it's clones), hell even FPS's now like Borderlands are open world, go-whereever-you-like sorts of games.

  59. @60yo I need distractions by OldHawk777 · · Score: 2

    Two games for me stand out: (1) Demon Souls and (2) Ratchet & Clank (the last two killed R&C for me) all others ....
    Place in time DukeNuke, HalfLife, Unreal, Wolfenstein, RedFaction (a few others) were very good.
    Game play in any of the above mentioned games did not cause nausea, irritate me, or instantly bore me.

    I have played many games over many years. The game length is of slight consideration. The best take me three to seven days to run through an kill the big boss. I suspect I have another decade or two of gaming remaining in me. The retro-gamettes for tablets/smartphones... have never held my interest beyond a few hours.

    Good graphics and path transition continuity keep me interested (I like to look at the scenery sometimes). Start...End the path should have options (the overly obvious path hints of pointers and magic lines are for kids games only) be discernible (not blatantly flashing obvious), and require player-choice. I like character a/o avatar selection with personalization options, weapons/abilities that mature according to player-choices of skill and interest.

    At the local GameStop store the young folks said Demon Souls (DS) was very hard. I started DS on release, and I (Z21 or X21) am still playing DS (R&C was the same until the last two games). The flexibility of play is exceptional and scaring, hacking, bumping... a RedPhantoms off a deadly high point is still fun, and the chase with a back stab is fun. DS BluePhantoms always get an "S" from me, the Summoners get an "S" unless "D" they are part of a RedPhantom ambush for easy points.

    !HAVEFUN!

    --
    Unaccountable leaders are masters, and unrepresented people are slaves. How do US and EU fare?
    1. Re:@60yo I need distractions by VGPowerlord · · Score: 1

      On a side note, my aunt and uncle in their late 60s are also huge Ratchet & Clank fans. To the point where they bought a PS3 to continue on with the series, although my uncle also really likes the Uncharted series.

      Having said that, I didn't recommend Demon's Souls to them, because I don't think they're big on blood and gore... and having not played DS myself, I couldn't tell them how gory it was.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  60. Portal 2 counters this... by bhunachchicken · · Score: 1

    Others may not agree, but to me Portal 2 is AAA. I watched my brother playing through the single player (on PS3) and thought that the length of the game was spot on.

    We then started on the split-screen co-op (which plays really nice!). I was expecting it to last maybe 2 hours or so, over just a handful of levels. How very wrong. The game seems never ending! Every time I believe we've gotten to the end, GLADOS opens up yet another set of missions to play.

    I guess the real measure of things is this: how long is a piece of string? As long as it needs to be. A game, movie, book, etc. should be as long as they need to be to fulfill their purpose.

    If a shooter is 4 hours long, but gives you one hell of a ride that would have been ruined at additional padding, then it's served its purpose. If its 30 hours long and gives you a deep, engaging experience, filled with memories and interesting experiences, then that's good, too.

  61. Re:"Videogame Stories." I Always Chuckle at That.. by Anonymous Coward · · Score: 0

    Wow, what crawled up your butt and pushed your "Slashdot Cliche" button?

  62. If The Story is Compelling I'd Rather It Be Long by Greyfox · · Score: 1
    I've not finished a lot of games where I just couldn't get into the characters, but if I like the characters and find the story compelling, I'll play it through, and usually do side quests as well. Every Star Ocean and Suikodan title I've purchased, I've played through to the end. I found Tales of Vesperia surprisingly delightful. I've played a couple of Final Fantasy titles to completely, but those are hit or miss and I'm no longer buying them sight unseen.

    I'll log 40+ hours in a game if I like it, and lose interest if I don't.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  63. Re:Then Why Have We Moved in the Narrative Directi by sgbett · · Score: 1

    I'm pretty sure taping the controller didn't work for any of the missions around about 50+ mark (and for quite a few of them before that depending on how much you had levelled...) maybe i just played it differently. *shrugs*

    --
    Invaders must die
  64. Back in my day... by madhatter256 · · Score: 1

    Back in my day, if you wanted to get through a game quickly all you had to do was get a strategy guide. Most of the time spent on a game is figuring out how to beat it. Once you know how (thanks to the guide) it's just a matter of following directions.

    --
    Previewing comments are for sissies!
  65. Article must be trolling by mjwx · · Score: 2

    Too Short?
    Are they mad?

    Looking at most of the AAA games and they are way too short. COD with a 5 hour campaign and no re-playability.

    The problem with so called AAA games is not that they are too short or too long is that they are simply too boring, same-y well, just plain unoriginal. Why bother improving COD 117 when you're getting ready to can sell COD 118 next month (and 3 DLC hats in the mean time).

    In larger games (LA Noire) the problem is not so much making things for the player to do but making interesting things for the player to do. Here is where a much hyped about concept is creating problems, procedural generation. Now to game developers and publishers this seems like a good thing(TM) because dynamically creating things to do rather then manually frees up developer time for other things such as cut scene rendering or DRM implementation, they consider it a godsend but to the player it results in something quite horrible. You end up doing the same thing over and over again in the same looking places.

    I'm going to use two games that use procedural generation for examples. Far Cry 2 and Fallout 3. Fallout 3 is a game that had a lot of reuse (how many times did we see the same textures in the tunnels/subways) and randomly (procedural) generated both combat encounters (the odd goul, merc or super mutant) but also scripted encounters Fallout 3 by and large was considered a very good game. Far Cry 2 was a game that would randomly spawn enemies almost everywhere without any consideration for the player, in effect the player had to stop what they were doing, kill some random dudes, fix your radiator and move on. Far Cry 2 was by and large considered a very bad game.

    So what is the difference, Fallout 3, for all the texture reuse was a game that had a lot of original sequences (mostly scripted) but had a lot of replayability due to several factors not the least of which was the fact that the scripted sequences could be played differently each time. In Far Cry 2, the procedural generation basically was the game, you would do four things, 1) kill enemies (on the road or in guard posts), 2) fix your radiator 3) fix your health/malaria 4) get told to do 1 by guys with baad saaf ifrican iccents china. Once you did 1 and 2 for an hour or so, you got sick of it.

    TL:DR huh?
    The idea that game content for a AAA game can be generated, rather then created is absurd and only results in the all the missions/levels being minor variations of the same level. Thus it becomes an exercise in tedious repetition to the player as opposed to the relaxing entertainment that they hoped for.

    So Dev's and Publishers, pull some people off the DRM infestation and e-peen shining teams to work on some actual scripting and level design. Thank you and goodnight.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
    1. Re:Article must be trolling by Darinbob · · Score: 1

      The difference I think is that Fallout 3 was based on the earlier Fallouts which had a lot of depth. Plus it was designed by people who did sort-of-sandbox RPGs like Oblivion and Morrowind. That guarantees a vastly different feeling than a game that was just a shooter designed for fans of shooters. Fallout 3 actually confused some shooter fans who didn't understand why their shots were missing.

      Here's the ultimate problem I think. The game market has grown tremendously in the last couple of decades. But the market for smart games and games with depth has not grown. Instead we have a huge market for generic shooters, as long as it looks new and kewl. The old days aren't really coming back no matter how much we rail about it. If you want to make money you need to market to the kids and have a new must-have game every week.

    2. Re:Article must be trolling by mjwx · · Score: 2

      Here's the ultimate problem I think. The game market has grown tremendously in the last couple of decades. But the market for smart games and games with depth has not grown.

      I dont think this is true, the highest selling and grossing games of this console generation have been on the Wii, Modern Warfare does not come close despite being multiplatform.

      Intelligent games are still being made, they are just drowned out by the massive amounts of media attention directed at the latest generic shooter or boob fest that the industry has created. In the mean time, games like Minecraft go from success to success for far less then the last COD.

      There are more gamers that dont play generic shooters then do play them.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  66. Heavy Rain No, L.A. Noire Yes by Anonymous Coward · · Score: 0

    I'm not sure if you guys have had the opportunity to try Heavy Rain, but it's a blast of an experience. I was glued to the screen during the five or so sessions I played the game in. Never once did I think it was too long, it felt just right.

    L.A. Noire on the other hand did drag through the middle of the game. It was just too repetitive after a while. They should have shaved about five hours out of its midsection.

  67. Seriously, What does AAA mean? by Anonymous Coward · · Score: 0

    No, we're serious. What does AAA mean in this context? I'm completely lost here, and it isn't explained anywhere. I could assume that people are just using it like ACME (the pinnacle of a brand; the BEST), but it seems awkward to use it in this context. People seem to be latching onto it like it has been established as the brand name for this "genre" of games, but I was apparently left out of that discussion.

    1. Re:Seriously, What does AAA mean? by mcvos · · Score: 1

      From what I understand, it refers to the size of the budget. Or at least the size of its marketing budget. It seems to have little relation to the quality of the game experience.

  68. It's all about the replay value by Anonymous Coward · · Score: 0

    There are all sorts of niches for games. Angry Birds is great and got me through many a class in high school, simply because it could be played on my phone (the fact that it is free for Android is great). But when it comes down to it, when I'm buying a game for my computer I expect to be entertained. Games like Mass Effect (1&2), Oblivion, Fallout 3 (and New Vegas) all have had tremendous replay value. I've easily logged several hundred hours of Oblivion just playing different characters, but what is really great about the game is the fact that I'll occasionally have the desire to pick the game back up after a long hiatus from it. Those kinds of games are the ones that will always have value to me. Games that I've recently purchased like Homefront, for instance, which had a four-five hour campaign that I found significantly less than satisfying, will always be pure garbage in my eyes.

  69. Why must it be the same for everyone? by MBGMorden · · Score: 1

    Honestly, I don't see why so many people feel the need to tell every developer that doesn't cater to their particular tastes (or do things like they do it) that they're "doing it wrong". Yes, short, cheap games are popular. I don't personally care for them myself, but I'm not going to jump all over someone for playing Plants Vs Zombies or Angry Birds because they're not playing the right type of game.

    They're playing what they like, and that's fine. Is it too much to ask for them to recognize that some people ALSO like big, long-assed narrative based games? If I can't get a decent story and at least 20 hours of gameplay out of a game (30+ is preferable) then I probably am not going to bother playing it. That doesn't mean that EVERY game has to fit that description, but don't jump on the few that DO.

    --
    "People who think they know everything are very annoying to those of us who do."-Mark Twain
  70. The most alarming thing... by doug141 · · Score: 1

    ... is that this guy considers 10 hours long for a game.

    1. Re:The most alarming thing... by dcl · · Score: 1

      I remember when N64 games used to get 'bad' reviews for being less than 10 hours long. My how times have changed.

  71. Re:"Videogame Stories." I Always Chuckle at That.. by heathen_01 · · Score: 1

    Story tacked on where it doesn't belong can ruin a gain. What kind of story would enchance Chess? Story in games is most obnoxious when it forces the gameplay to change to support the story.

  72. Re:Then Why Have We Moved in the Narrative Directi by heathen_01 · · Score: 1

    However, for the most part, I think game designers have noticed the psychological reward system sells games because its so addictive. You're constantly getting positive feedback for completing challenges that are just hard enough to not be boring.

    I would be happier if those people would stick to slot machines and free up the game developers to develop games.

  73. Re:"Videogame Stories." I Always Chuckle at That.. by Machtyn · · Score: 1

    And more for this point of a good story. A game like Half-Life has a decent story line, but you are roped into following a defined path. You're at A, you need to get to B (the actual path between these points may have several different lines). However, Valve does a good job at the mix between story telling and letting you be the character. A good story line will allow developers to create tangential story lines as one off games while the next "book" in the series is being created (HL: Blue Shift, et al).

    I think a good role playing game should allow a more free flow gameplay, but still need a decent story to engage the player. The Elder Scrolls series, Morrowind and Oblivion, are good examples. I've heard Neverwinter Nights 2 was far better than the first (I'm just bummed I missed it at $6.99 during the Steam Summer Sale). And, certainly, MMOs allow all sorts of freedom to do whatever - in that, there really doesn't need to be much of a story because the character player can create their own. And, yet, there is still a storyline in most MMOs.

    Heck, even a game like Need for Speed 2: Underground roped you into a story-line that one didn't necessarily have to follow (okay, I'm stretching there). Granted, you need to follow the story enough to unlock the better parts and cars, but sometimes I'll just kick on that game to have a wreckless dash around the city at high rates of speed through heavy traffic that I know would be burning up gas faster than a wallet could handle.

  74. Avid Gamer Here by g0bshiTe · · Score: 1

    As an avid gamer, and a long time one at that, I'm less interested in the length of the overall game and I am more interested in the games replayability. Take Medal Of Honor Allied Assault for instance, yeah I know it's very old and dated, but also look at the longevity the game had. The mp servers were always full well into it's 8th year. Never since have I seen a title (that I play regularly) enjoy the same run.

    As far as fps shooters go, I think it was partly due to the games modability. Which titles today are sadly lacking, read CODBO (Treyarch if you are listening having us pay for DLC is a shit business model, you will shoot yourself in the foot.) So for that title I am waiting for it to end up like MW2 and broken out of Steam.

    Game companies are just like any other company, they never listen to what the consumer want, it's a business at they end of the day, they have to show something for their effort.

    --
    I am Bennett Haselton! I am Bennett Haselton!
  75. Re:"Videogame Stories." I Always Chuckle at That.. by Machtyn · · Score: 1

    First of all "videogames" is now a synonym for "FPS".
    ...
    If you carefully and methodically fold yourself into a tiny boring little cardboard box, don't act all insightful at the observation a decade or two later that you're now really bored and surrounded by tasteless cardboard.

    Um, yeah, about that cardboard box. I'm a computer gamer, so my range of "videogames" is far larger than FPS, which include RTS, MMO RTS, RPG, MMO RPG, MMO FPS, action games, sports games, simulator games (Ars Technica had a good article series on this recently), and a bunch of other genre and cross genre types.

    But even if you take a look at the console system and the landscape of games there that would be considered by a majority of people as "videogames", sure you have a lot of FPS titles, but I also see games like Oblivion (RPG), World of Warcraft (MMO RPG), Final Fantasy, Grand Theft Auto, racing games, flight games, sports games, etc. To say that "videogames" is synonymous for "FPS" paints you into the box, or you need to get out and find more friends and acquaintances. Heck, to me, a FPS like Team Fortress 2 is a casual game, because I can pick it up for an hour and put it down again

  76. Welcome to 2007 by YojimboJango · · Score: 1

    I'd like to present the AAA title Portal. The game took an average of 3 to 4 hours to complete and was initially sold at retail for $20. Your argument has already been made and proven correct almost 4 years ago.

    Granted all the games can't fit into this time frame, but truth be told, devs should be telling a story and ending the game when the story is done. Strip out all the padding, but sell it for a reasonable amount.

  77. The REAL Problem... by twistedsymphony · · Score: 1
    .. is that "games" is too generic a term to describe what we have here...

    The way I see it, we really have 3 completely separate types of entertainment under the "games" umbrella:
    1. Interactive Narratives:This is your Heavy Rain, your Final Fantasy, or the "campaign" part of most FPSs. Like films, this can range from a cliche action flick with plot-holes all over the place, to an art-house style drama with fantastic writing and acting.
    2. Complex Games: These are things such as MMOs, fighting games, racing games, or the online/multiplayer part of most FPSs. In general these are defined as games with complex mechanics designed for interaction between human players. Some do have a narrative along with it. but the biggest difference is that an "Interactive Narrative" is typically an experience with a definitive start and end point, where as "Complex Games" are more repetitive in nature and are typically based more on your skill than your decisions
    3. Simple Games These are your titles like Tetris, Bejeweled, FarmVille, Angry Birds, etc. They are usually absent of any significant narrative and feature very simple mechanics. These are mostly the electronic equivalent of classic board and card games.

    I think the sooner the "Game" Industry realizes that there are really 3 distinct types of games, each catering to different types of gamers who have different wants and needs, the better off they'll be.

    The problem is they're assuming the market for someone buying Angry Birds is the same as the market for someone buying Heavy Rain... That's like saying Movies should be shorter because a lot of people play blackjack and a game of black jack takes less time and cards are cheap.

    Maybe if they separated out these ideas we'd no longer get stupid puzzles and mini-games in the middle of our iterative narratives. Don't get me wrong, sometimes it's appropriate, other times it's just bizarre that I'm required to play a round of pipe-dream while I'm in the middle of trying to figure out the societal implications of my antihero's actions.

    Another Problem is that they assume because Call of Duty's Multiplayer is so successful that all games should have multiplayer components so they start shoe-horning that into titles where it doesn't belong (Like Grand Theft Auto and Assassin's Creed). Honestly it's puzzling why each Call of Duty release isn't two completely separate games. The Single Player Narrative should be one game and the Multiplayer should be another. Granted the online portion of most FPSs was born from the fact that they already had the assets and game engine developed so they could add replay value by simply throwing a bunch of players together in the same room and letting them have fun with it. But the multiplayer component has become so dominant in the market that they actually have completely separate development teams for the campaign and multiplayer portions, and for some games they don't even use the same engine... Really that's just bundling two separate games together that just happen to have the same name and visual style.

    1. Re:The REAL Problem... by Noughmad · · Score: 1

      I think the sooner the "Game" Industry realizes that there are really 3 distinct types of games, each catering to different types of gamers who have different wants and needs, the better off they'll be.

      I don't know, it's quite likely they will soon realize that Simple Games are the one that make the most money with the least investment, and abandon the rest.

      --
      PlusFive Slashdot reader for Android. Can post comments.
    2. Re:The REAL Problem... by HeckRuler · · Score: 1

      Good points, but I disagree with your "complex" vs. "simple" distinction. It's arbitrary and there's no real fundamental difference between those groupings. It doesn't help describe the problem. It's the same sort of difference between cliche action stories vs high-end artsy stories. Different target audience, and important for marketing people, but they're both still stories.

      Same way with "complex" vs. "simple" games. You can make a casual FPS or RTS, and you can make a hardcore puzzle game. And they sell to different markets, but they're still both games.

      Given that, your distinction boils down to "story" vs "game mechanics". Most games have both with a focus on one or the other.

    3. Re:The REAL Problem... by Keill · · Score: 1

      Interactive Narratives are NOT games in the first place - they're PUZZLES - mazes in literary/video form! (Take a choose-your-own-adventure book - cut out all the parts of text and lay them down in order, then draw lines between them representing the choices and paths the reader can take - what do we have? A MAZE.)

      If you want to get REALLY fundamental - the basic games are:

      A race
      Structured combat
      Competitive throwing/movement for accuracy/precision, distance/time (duration).

      Game = a structured activity (rules) in which people compete by doing something for themselves - (writing their OWN stories!).

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
  78. Re:"Videogame Stories." I Always Chuckle at That.. by FredFredrickson · · Score: 1

    Lol, I definitely don't agree with the way you said that, but I agree with the fact that FPS has become the standard, and it's boring as all get out. I've tried, I really have, to enjoy modern games.. but it's just so boring.

    That being said, there are some non-fps that have captivated me recently:
    C&C 3 (not 4)
    Minecraft
    Batman Arkham Asylum

    I wouldn't call any of these casual per se, but they definitely break the mold of FPS (batman a bit less than the other two, but since you don't get a gun, I feel there's at least a little change up in the game play).

    --
    Belief? Hope? Preference?The Existential Vortex
  79. Re:"Videogame Stories." I Always Chuckle at That.. by hedwards · · Score: 1

    Yeah, really, there's a reason why those choose your own adventure movie games of the 90s are more or less completely extinct at this point. Sure it was kind of a cool idea back then, but really it makes more sense with respect to books. And even in book form they're largely extinct as well.

  80. Re:Then Why Have We Moved in the Narrative Directi by hedwards · · Score: 1

    Which is a good thing, it's demoralizing to be playing a game like Zelda II and have to find a very specific tile in order to continue the game. And where said tile doesn't have any sort of clue that it's where you're supposed to be or to even know that there is a tile you need to visit to continue on your quest.

    More than that, it's a cheap way of adding longevity to the play experience.

  81. Elder Scrolls (Spoiler alert for Dragon Age 2) by Gyorg_Lavode · · Score: 1

    He can say what he wants. I just bought Oblivion 5 year edition and a bunch of DLC. I also will hit Skyrim HARD. I like games I can get 'lost' in. However, I do drop out of games that piss me off.
    (SPOILER ALERT for DA2)
    I quit Dragon Age 2 at the very end because my only healer did something very naughty and I had to either keep him (and be able to beat the final battles) or leave him (as I would prefer to do) and have no healer and no hope of making it through. The game basically let me choose between winning and keeping my morals. I kept my morals, screw the game. I don't need to beat it.

    --
    I do security
    1. Re:Elder Scrolls (Spoiler alert for Dragon Age 2) by fl_litig8r · · Score: 1

      I easily beat the game without said healer. Hint: use a potion to respec Merill as a full-blown blood mage. Her health never dipped below 50%.

      My (biggest) problem with DA2 is that your decisions had no real consequences. It gives the illusion of choice, but then the story ends the same regardless of what you choose. The only thing you have any control over is whether your NPCs live or die.

      Also, I can't stand the RPG trend of dragging you into cutscenes at the dumbest/most inconvenient times. For example, you approach the big boss' lair. You get your weapons ready, position party members at the door, have all buffs charged, open the door and . . . *cue the cutscene* you and your party casually stroll up to the big boss, have your dramatic confrontational conversation with him (even though you *know* you're just going to fight, and then . . . *cutscene ends*, and your party is standing in the worst possible place, without weapons drawn, and maybe your buffs have worn off. AAAAAAHHHHH! Also, getting dragged into a cutscene at the end of a fight against a huge number of enemies *before you get the chance to loot*, and having that cutscene take you away from the looting area entirely.

  82. Re:Then Why Have We Moved in the Narrative Directi by Anonymous Coward · · Score: 0

    I agree, I stopped playing the final fantasy games after final fantasy X which forced you down a specific path. there was no world to explore, only small areas and as the newer counterparts were released, the narrower the path seemed. I remember when, if you didn't pay attention to the directions that were given (Go west) you'd get lost stumble into a high level area die then try and find directions. When I played World of Warcraft, I probably spent the first twenty levels, off the beaten paths, spelunking in caves, fishing in every weird looking body of water and selling every piece of garbage I could find at the auction house. Red Dead Redemption also satisfied the explorer urge by making the environment big and not forcing you to follow the path. a player could run around dragging people behind their horses, tying women up and putting them on the train tracks or even helping people if your so inclined, before returning to the story line. I like having freedom in a game and think it's important but at the same time it needs a good story line and while the two examples I gave have lots of freedom, the story seems a little weak (just my opinion).

    I suppose one could argue that a game that has everything would take up a lot of space and it's true, but how much space does World of Warcraft take up? cut that game in half, add a story and single player content and you could have a pretty good RPG.

    We don't get a lot of games like this anymore, instead we get re-releases of old games, while I do think it's important that the newer generations have a chance to play these classics, I also think that the half inch pixels on a screen with a black border around it hardly fits the bill.

  83. Who actually wrote this study? by zerocool6900 · · Score: 1

    Whoever did this study must not been a real gamer(s). If someone would make a good game with 10 hours of actual gameplay I would completely endorse them. I own both ME1 and ME2 and have pre-ordered ME3, these games are single player and I have gone thru ME2 including all the DLC at least twice. I also love Fable, currently replaying Fable III for the second time. And don't even get me started on classics like Zelda, Final Fantasy Series, or any of the or Guild Wars. On the other hand some friends and I play the hell out of ARMA II: Operation Arrowhead. My big issue and what most gamers have said is that the current crop of games just SUCK!

    What they should have said was that some people prefer short games. Why those people pay $50+ for a short game that really isn't fun is beyond me. But each person has their own opinion.

    --
    Some people never learn...no matter how many times something happens to them.
    1. Re:Who actually wrote this study? by slackbheep · · Score: 1

      Fun is subjective, there are a great many objectively terrible games that I can go back and enjoy for one reason or another. That said I agree that there are a lot of games requiring a bigger commitment of time that are worth playing, The Bioware library is one shining example, but there are other developers offering up solid gold as well. The real answer is to make your game as long as it needs to be and no longer. If you're completely out of ideas and thinking of resorting to a standard sewer level: You're done. If you just can't stop weaving magic, polish a product you're happy with and then expand upon it.
      But most importantly, don't just try to data mine an optimal game length and shovel junk in, or cut gold out just to fit that mold.

  84. Missing the point, as per the usual. by slackbheep · · Score: 1

    Just going to throw this out there:
    I would assume the reason that most people don't finish Heavy Rain has less to do with it being too long, and more to do with it not being a great deal of fun to sit down and play. It's a different sort of experience.

    1. Re:Missing the point, as per the usual. by slackbheep · · Score: 1

      Also, just a random thought, but we wouldn't consider the early Super Mario games too long would we? Despite the fact that the vast majority of players will never finish them.

  85. Completely missed it by AJH16 · · Score: 2

    It scares me that a study like this could be so far off base. Yes, the rise of mini-games for a new type of gamer are based around short addictive fun. You know how many smartphone games I have in that variety that I've actually had to pay for... about 2 and that was because I was bored out of my mind in an airport with no internet connection. The people that play AAA titles are not the same people that play mobile. For me at least, it is all about the experience of the game. I want a long unwinding storyline that I can play through. Unless the storyline is crap or the game is unplayable, I finish almost every AAA title I start. The better ones I will play multiple times. I don't give a crap about most competitive multiplayer and hate AAA titles that only provide 3 to 4 hours of content to play through. I rarely find them to have any replay value, but games with good solid stories that can take a day or two to get through, I will regularly play through multiple times. Also, co-op capability is a huge plus.

    --
    AJ Henderson
  86. Game production costs are front-loaded by Anonymous Coward · · Score: 0

    Long games make financial sense for developers because of the enormous cost to 'start' one. You've got the engine and the assets... now what are going going to do with them? Once you have the tools in order, making the rest of the game is easy by comparison. So why not make long games? People complain that players have no patience, which has a grain of truth but not the entire story. Players don't have that much TIME. If you allowed a granular save feature (save wherever) and a system of play that rewards a jump-in/jump-out style, you'd have people hooked just like Diablo 2 back in the day.

  87. As a casual gamer by sorak · · Score: 1

    As a casual gamer (formerly a "real" gamer), I have to say, don't make $60 games aimed at me. I have plenty of games on my shelf that I have not finished, and my only disappointment, if any, is that I don't have time to just sit around and play games like when I was a teenager. Making the game shorter so that I can see the ending is like skipping to the last page in a murder mystery. It isn't going to help anything.

    After my son was born, I once spent four hours watching "Sean of the Dead". Why did it take four hours? Because I was constantly pausing it for one reason or another. It's hard to find 90 minutes of uninterrupted free time when you're working full time and you're a parent. Does that mean that the movie should have been shortened? Of course not.

    Besides, I'm not paying $60 for these games. I'm waiting until I find them dirt cheap at some used game store. No improvement is going to change that, so don't lower the bar on my account*.

    * With that having been said, Nintendo does a great job of making games aimed at casual gamers. All I'm saying is that serious games shouldn't be shortened in an attempt to appease casual gamers or ADD gamers.

  88. Re:"Videogame Stories." I Always Chuckle at That.. by Anonymous Coward · · Score: 0

    There are other styles of games besides CoD and halo fragfests, which some people suprisingly enjoy for some absurd reason. Storyline and gameplay are not mutually exclusive. take a look at dragon age or mass effect. both have excellent gameplay (except for some bad party ai in ME), yet still have a story that blows away the storylines from most movies. I end up putting down most games without a storyline after 2-3 hours unless it has some awesome replayability factor (multiplayer, multiple character playstyles, etc), while even if a game has horrible gameplay, I still usually end up finishing for the story.

  89. Not too long, too repetitive by decipher_saint · · Score: 1

    I liked LA Noire for about the first two thirds.

    After a point though everything gets to be the same just with different characters, then I got bored and went back to fragging in Team Fortress 2 or exploring more stuff in Fallout: New Vegas.

    New Vegas keeps me engaged just like Fallout 3 did, I still haven't played all the content yet and there are still parts on my map I've never been to (not counting DLC). TF2 is a twitch game I can pick up and play for an hour.

    LA Noire kinda wedges in the middle, I like investigating / chasing / shooting idea and I like the context / story but damn, it's like one of those films where there is no pacing and my interest just falls out midway through.

    I guess that's the down side to story-driven stuff, if there is no pacing it's gonna fall flat. Likewise with Portal 2 (loved it but) once you've been through the story there's not much point playing it again, moreso than Portal because in the original it seemed like the puzzles were a little more flexible in that you could solve them in more creative ways. I don't know why this seems to be, but it is.

    --
    crazy dynamite monkey
  90. Games are certainly not like films by tecnico.hitos · · Score: 2

    Films are a passive medium with the narrative densely packed whithin 2 hours, often less. Games depend on player interaction and a standard AAA game is expected to have 10+ hour gameplay. While movies are usually finished in one sitting, games have to stay engaging so that the player will come back as many times is needed to finish it. They are very different media.

    I would say games are more like TV series, but likening it to any non-interactive medium would be putting aside games' most important difference: the ability to act and make choices. Unfortunately, many games put this aside. While it doesn't stop the game from being engaging, it misses the point of delivering the narrative through a game. And that's not the only problem of narrative in games.

    Separating chunks of gameplay from chunks of narrative, something that is often done, it's the worst possible way to create an engaging experience. Those interested only in the gameplay will skip cutscenes or be forced to watch them. Those interested only in the narrative will force themselves through the gameplay. Only those in the middle ground will enjoy it, as long as the game is compelling overall.

    --
    The good, the evil and the vacuum tubes.
  91. Re:Then Why Have We Moved in the Narrative Directi by Quiet_Desperation · · Score: 1

    With all the success of open world games, it's been baffling to me that the FF series hasn't gone back in that direction. Well, outside the MMO ones. I always had a vision of an Elder Scrolls type sandbox where you go into ATB style battles when encountering enemies.

    tying women up and putting them on the train tracks

    I did that simply because it's such an old western trope. When the achievement popped up I just about died laughing. Ranks up there with Bioshock's "Irony" achievement.

  92. Confusing Casual Gamers with Hardcore... again... by Anonymous Coward · · Score: 0

    They are assuming that because there ARE casual gamers, that those of us in for the long-haul don't exist. Honestly, I, and I'm sure many others, don't consider Casual Gamers to be Gamers. I the only thing you play is Wii sports or $1 i-whatever apps, then you aren't a gamer, just someone looking to waste a few minutes of time.

    Non-gamers / casual gamers might outnumber hardcore gamers by quite a bit, that doesn't mean there are any less hardcore gamers. This is just another attempt to ignore the people who made the industry a success.

    In all honesty, if a game provides 10 hours of gameplay, I'll be highly disappointed. I don't care if it cost $1, I'll still be disappointed.

  93. Pause still works in local multiplayer by tepples · · Score: 1

    Particularly due to having small children, I appreciate a good and proper PAUSE button

    Agreed.

    which multiplayer games generally won't have.

    Every version of Super Smash Bros., a 4-player platform fighting game series for Nintendo consoles, has had pause mapped to the Start button. Once your small children become old enough to hold a controller and play beside you, your pause button will still be there.

  94. Re:"Videogame Stories." I Always Chuckle at That.. by nschubach · · Score: 2

    You are a young boy, forced into a chess competition to save your family from being murdered. Since you are a gifted child, the chess matches should be cake... except you are playing chess against other gifted children who also had their families held for ransom. It's a fight to the death and you are but a pawn in a greater underground chess tournament. Mortal Chessbat!

    --
    Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  95. Tetris DS and the Elo rating by tepples · · Score: 1

    when I got a real job I no longer had the time to devote to a game where I could get as good as the 14 year olds who dont do anything all day but play video games.

    Then play games that don't have shitty online matchmaking. For example, while Tetris DS was running it had matchmaking based on a rating calculated almost the same way as an Elo rating in chess (except with a 5000 center instead of 1600). People whose ratings fell below the median would get matched with other casual players, and the kind of expert Tetris players who hang out on Tetris Concept or Hard Drop would be matched with other experts.

    Or play local multiplayer with your real life friends.

  96. Diablo 2 killed itself with replaying by Anonymous Coward · · Score: 0

    Diablo 2 killed itself with replaying. The bugfixes and balance changes were welcome, but meant that you now HAD to play online. A Necromancer would die quick since the PI monsters would splash his army no problem. The FI/LI/MSLE boss would nerf the paladin unless he stoked up on Lightning resistance and then he'd be killed off by the cold using critters or the boss multitudinous helpers.

    Your merc couldn't do the work because they get an eightfold hit by the bosses, meaning dead.

    And the grading level (e.g. the strength of the opponents and their abilities) were graded as if you were playing online and able to mule and trade some cheap low-level stuff to make your life easier.

    Meaning you had a hell of a time (and, frankly, crap drops) on single player.

    The 20th time you've had your barbarian at 30th level drop a stick that gives a sorceress +1 to fireball you get REALLY pissed off.

  97. Re:Then Why Have We Moved in the Narrative Directi by nschubach · · Score: 1

    Borderlands filled a niche. I wouldn't call it FPS as much as I'd call it a mix of FPS and Diablo.

    --
    Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  98. Yeah, make it shorter. by pinkeen · · Score: 1

    Make them shorter so nobody will play long enough to notice how crappy and not engaging the gameplay is.

    In ten years AAA games will be shiny, useless objects of desire. Buy it, launch it once or twice to see the breath-taking graphics, stuff the box on your shelf. Now you can stare at your precious shrine made of game-boxes. Don't play it, just own it.

  99. Re:Then Why Have We Moved in the Narrative Directi by ZombieBraintrust · · Score: 1

    No one played to the 50+ mark. Thats the point. Most players quit that game at the 10 hour mark. It would of been a good game if they took the interesting battle situations they spread out over 80 hours and edited the game down to 10 hours. It would not have been an RPG anymore. But it would have been fun.

  100. Re:"Videogame Stories." I Always Chuckle at That.. by heathen_01 · · Score: 2
    Touche.

    What normally happens with the story though is something more like this though:

    You are a young boy, forced into a chess competition to save your family from being murdered. Since you are a gifted child, the chess matches should be cake...

    The game makes the kings pawn available to move forward 2 squares.

    except you are playing chess against other gifted children who also had their families held for ransom.

    The games allows you to move the bishop... You didn't move the bishop fast enough, go back to the savepoint and try and move the bishop faster.

    It's a fight to the death and you are but a pawn in a greater underground chess tournament

    Your 10 hours are up, pay $x for the next version.

    Mortal Chessbat!

  101. Re:"Videogame Stories." I Always Chuckle at That.. by jackbird · · Score: 1

    Never mind that the videogame stories are inevitably dreadful imitations of book and movie plotlines that have been done before by legitimate storytellers.

    What book or movie is Infocom's Trinity or A Mind Forever Voyaging derived from?

  102. 10 hours? by geekoid · · Score: 1

    10 hours is now the expectation for game play for a full retail 60 dollar game? I hadn't realized that it had gotten so short.

    They make the mistake of thinking about 'typical gamers'. That's not a useful term anymore, gamers are far too diversified.

    It's not really wise to clump people who play pop cap games in with people who play LA Noire.

    Neither one is good or bad, just different. And when you try to make soup to please everyone, it becomes a bland 'meh' of a soup.

    You need to think in market segments. Is this market segment big enough for this type of game?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  103. Soo far off the mark.. by Beelzebud · · Score: 1

    It's sad that a professional game developer has misread this so badly. If people aren't finishing a 15 hour action game, it's because it probably isn't very *fun*... It took me probably 100 hours to complete Baldur's Gate 2, and I never once thought about complaining about it being "too long".

  104. wtf? Games are alreadyd TOO SHORT! by Nyder · · Score: 1

    I've been gaming since video games have been out.

    Been playing computer games since the beginning also. I can understand them saying this back in the days of 8bit machines, when it took months to finish games like the TSR AD&D games and other stuff. At the very least, games took days to finish, many hours. Not less then 24 usually.

    Today? Fuck, I get homefront and 4 hours later it's over. WTF?
    Bad Company 2? same.

    In fact, most games are way the fuck too short. You want me to pay $40-$60 for a game, that take me less then 8 hours to finish? I don't even get paid that much an hour, so fuck you.

    I have a good idea, why don't you Dev's start making decent shit, quit with this bullshit "Hollywood" of the games industries and get back to making good games that are fun to play, instead of big ass Triple AAA titles, that takes millions to billions of dollars to make, and has less then 8 hours play time.

    Seriously.

    --
    Be seeing you...
  105. Bullshit by CAIMLAS · · Score: 1

    10 hours is a "long format" game? Seriously?

    I'm sorry, but the kind of game I enjoy starts at 10 hours. KotOR and derivatives, Max Payne (which is actually more of a 5 hour game, and on the short side, but it made up for it by being awesome), Deus Ex, Baldur's Gate, Icewind Dale, Warcraft 2... the list goes on. Short story games are a huge disappointment if there's any story to speak of at all. You haven't got the time to develop anything meaningful.

    What's next, NYT bestseller's list having Peanuts and Garfield?

    Personally, I'm going to pick up these two OP games. I've not heard of them (kinda too busy to pay much attention) and I'm tired of crap games. Hell, even Deus Ex 3, which claims to hail back to the original, has been "consoled", and looks like it's going to suck on the "depth of story" department.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  106. Sounds Like Someone is Just Lazy by Plekto · · Score: 2

    Reading the article, it sounded like the developers were whining because it was too much effort to make a good game. Instead, they want to churn out quick as possible drivel and make as much money as quickly as possible. The programmers certainly don't feel this way - and in most cases, have to leave massive amounts of work out of the finished product because some pinhead doesn't understand.

    GTA 3 (any of the series). How long did that take? 20+ hours. Best of the series was San Andreas, and it was 40+ hours. If you just did the missions and didn't go stealing and looting too much.
    Deus Ex. 20+ hours the first time through.
    Vampire Bloodlines: 20+ hours. Mostly because like Deus Ex, you had to sneak around a lot.
    More modern games:
    KOTOR 30+ hours. More if you do the side missions.
    Persona 3 or 4. 60+ hours, if not more. (my son has 120 hours on one of the Persona titles - ouch...)
    Final Fantasy. 50+ hours for most of them.
    Star Ocean. 50+ hours.

    I could go on and on. The biggest, most epic games that shaped the industry and that are considered classics are also very long. (btw, longest FPS I ever played was Unreal, at 55 *long* levels including the expansion pack - worth downloading on Steam) The idea that 10 hours is too long is just the project manager and marketing pinheads thinking of it as a product-of-the-month that they are selling and not as true entertainment.

    1. Re:Sounds Like Someone is Just Lazy by RivenAleem · · Score: 1

      Does Borderlands fit in with you definition of a FPS, or do you consider it a RPG? I'm still playing it and the DLC months after buying it. I've levelled 3 characters to 60 (don't like Brick) and I play with my missus (it's the ONLY game she likes to play). It hit the magic formula for me.

    2. Re:Sounds Like Someone is Just Lazy by Plekto · · Score: 1

      It's more of a FPS like GTA. I have a whole other theory on why this is happening which has to do with the fact that all games are now being dumbed-down for consoles that are using rapidly aging hardware and processors. To be honest, Borderlands if it had been developed only of the PC would look and feel better and have a dozen times more depth. I noticed this with Infamous as well. Good story, but honestly, it had almost zero replay value. I know the company tried, but it's somehow just more FPS fodder. Very nice graphics, though. Well, for a console.

  107. Re:"Videogame Stories." I Always Chuckle at That.. by Anonymous Coward · · Score: 0

    Shouldn't you be doing your homework? You know your mom will take away your xbawks if your grades start slipping again...

  108. Re:Zelda. That's a long game. LA Noire? Not so muc by x6060 · · Score: 1

    Twilight Princess took you 4 hours!?!?!?!?! I have 25 hours invested on my Wii and still havnt finished it.

    Also think Ocarina of Time. WAY more than 15 hours of game play.

  109. Re:Then Why Have We Moved in the Narrative Directi by Anonymous Coward · · Score: 0

    If you think FF13 was terribly different from other FF games on disc media, you and I must be playing very different FF games.

    The amount of freedom in the disc FFs is preeeetty limited in the early part of the game. For a couple dozen hours. 7 gave you freedom after .. what .. 20-25 hours? (Oh look. I'm in Midgaard. Lets go.... the ONLY WAY I CAN GO! yay! I'm out of Midgaard.. lets go THE ONLY WAY I CAN GO!) 8 was a bit earlier than that. 9, you could get to disc 4 relatively quickly.. but if you were playing the game, rather than the clock, you got freedom in about the same time frame.

    As far as not having a combat system.. lolwut? Sure 13 has lots of battles you can zip through. But then.. every FF since 4 has had that. Not all level-appropriate encounters are really lethal in FF anymore. But there is no fucking way you went through FF with the "play" button down. In the first, most encounters are going to take you 4x as long if they're winnable. In the second, there's enough encounters along the way that need different paradigms

    I won't argue that the sentinel job was pretty useless for basically everything but the toughest encounters in the game. But the other 5, not the same story. You really do need to flip between them during combat to make shit work.

  110. Will not buy short games by BrendaEM · · Score: 1

    One of the main things I look for in games in playtime and re-playability.
    People are just looking for excuses to shortchange the customer and not provide value.

    --
    https://www.youtube.com/c/BrendaEM
  111. Multiplayer right in your own house by tepples · · Score: 1

    Of course, that's assuming that they don't kill whichever server you're attempting to connect to.

    Server? Why would you need a server? Plug in four gamepads and a big monitor, and you can have multiplayer right in your own living room.

    1. Re:Multiplayer right in your own house by SilentStaid · · Score: 1

      But as we all know, games are routinely killing 4 player and even 2 player local multiplayer simply because it's more money to have 4 people each buy a copy and play online than to have everyone gather around an N64 for some slap matches. Oh how I wish the days of Goldeneye were back.

  112. bah by jollyreaper · · Score: 1

    too many games, not enough interest.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  113. If the campaign is as long as one episode by tepples · · Score: 1

    the single-player campaign takes about 15 minutes to complete

    Which is true of any fighting game as well. That's why you're supposed to go back and replay it with all the other characters. In fact, some games have several different single-player campaigns, one "episode" for each playable character.

  114. Re:"Videogame Stories." I Always Chuckle at That.. by tompaulco · · Score: 1

    Yeah, everybody seems to be playing FPS these days.
    Except me. I haven't played one in about 10 years, but I play games regularly. FPS are boring. Kill some people, kill some more.

    --
    If you are not allowed to question your government then the government has answered your question.
  115. 10 Hour Game? These guys are out of touch. by MoldySpore · · Score: 1

    One of the biggest negatives that can be given in a game review is it being too short if it is anything more than a puzzle or simple adventure game. Almost every review for games includes mention of how long it took the reviewer to beat the game. If it is only a couple hours and the game is full price, then it is almost always listed as a negative. And I agree with that assessment 100%. If I pay $50-60 for a game, I better get at least 20 hours of gameplay out of it. Otherwise it was not worth the $ to me. And that is why I rarely actually purchase games when they first come out anymore unless they are a big name RPG and there has been pre-release information on how long the game is. I don't think I've bought a non-RPG title for at least the last 10 years on this stipulation. Skyrim? Already pre-ordered, since they are saying it easily has over 100 hours of gameplay, with some estimates approaching 300+ hours. Now THAT is getting your money worth. Fallout? Dragon Age? Mass Effect? Bought em all for the PC. Any other game I wait until there is a collectors edition or "game of the year" so that I only have to pay $20 for it.

    These morons think that just because all the moms and dads and sheeple out there play crappy facebook games for 5 minutes a day means that everyone else doesn't expect AT LEAST 10 hours of gameplay from a $50-60 game? Or that just because people don't finish a game means they should make it shorter? Guess I won't be buying any of their games anytime soon either! When someone doesn't finish a game that lasts longer than a few hours, it's either because the developer failed to keep it interesting past the first few hours (linear level design with waves of bad-AI enemies anyone? sound familiar?) or the person just didn't have the time. It has nothing to do with anyone saying "WOW!!!!!!!!!!!!!!!! I can't BELIEVE this game is longer than 5 hours!!!! I refuse to play this when I could be playing FARMVILLE!!!!!!!!!!!!!!!!!"

    --

    "I hope you know how very lucky you are to know me, because I am so incredibly incredible."

  116. Just one thing to say: by Anonymous Coward · · Score: 0

    I can't freakin' wait for Skyrim and its purported 300+ hours of gameplay!
    A 10-hour game can suck it.

  117. Re:"Videogame Stories." I Always Chuckle at That.. by Yunzil · · Score: 1

    Never mind that the videogame stories are inevitably dreadful imitations of book and movie plotlines that have been done before by legitimate storytellers.

    Yes because books and movies lately have been bastions of new story ideas.

  118. To paraphase Roger Ebert... by CommieLib · · Score: 1

    No good game is too long, no bad game is too short.

    --
    If your bitterest enemies are people who hack the heads off civilians, then I would say you're doing something right.
  119. Re:Unreal by DocSavage64109 · · Score: 1

    I almost made a post about Unreal. I recall it taking me about 2 years to finish that game and it was a rather epic experience at the time.

  120. How to find such friends? by tepples · · Score: 1

    To say that "videogames" is synonymous for "FPS" paints you into the box, or you need to get out and find more friends and acquaintances.

    Can you give us some tips on how to start doing the latter?

  121. Government interference in the gambling market by tepples · · Score: 1

    One might imagine that slot machine makers have switched to video games as a way of avoiding federal and state interference in the gambling market.

  122. They're getting it all wrong by applematt84 · · Score: 1

    I believe there is a MAJOR difference between a mobile gamer and a console or computer gamer. Mobile gamers are playing the game to pass time or because they are on the go and it's an affordable option for them. Those of us that play games on a console or computer are taking the time to sit back and relax to enjoy the game. I think it's unfair to judge how future games should be made based solely on the fact that some people are complaining that games are too long. Something just seems wrong about this if game producers are judging how long a game should be based complaints of mobile gamers.

    You don't see authors writing shorter books because readers using a Kindle or iPad complaining that books are too long. At least, I haven't heard of any ridiculous complaints of that nature, yet.

  123. Avoid the games that kill local multiplayer by tepples · · Score: 1

    But as we all know, games are routinely killing 4 player and even 2 player local multiplayer

    Not all games are. Super Smash Bros. Brawl still supports four players on one machine, and I imagine the sequel for Wii U won't be any different even though the console is said to support only one touch-screen controller (and several Wii Remotes). Vote with your dollars/euros/etc for games that allow local multiplayer.

    Oh how I wish the days of Goldeneye were back.

    I just searched for goldeneye wii 4-player on YouTube. You might try the same.

    1. Re:Avoid the games that kill local multiplayer by SilentStaid · · Score: 1

      I don't understand what you're so defensive about, I never said that all games did it - it's just that more and more games are going that way now.

      I miss when it was the standard; now it's the exception.

    2. Re:Avoid the games that kill local multiplayer by tepples · · Score: 1

      I don't understand what you're so defensive about

      I think it has something to do with 1. not having owned the same games that my dorm neighbors owned back in college, 2. console makers' disregard for home-based businesses, and 3. the lack of deployed home theater PCs.

      I miss when it was the standard; now it's the exception.

      And all I ask is that people continue to vote with their dollars for the exception so that the exception doesn't lose its economies of scale any more than it already has.

  124. Duh by Anonymous Coward · · Score: 0

    The problem with *everything* is how it's marketed.

  125. No THAT type of game may be too long by Stan92057 · · Score: 1

    No, "That" type of game may be too long. We cant compare detective games with all RPG games Like the infamous Final Fantasy Series. If i bought a FF game that was under 50 hrs i wouldn't buy it. i was pissed to find out the new Witcher game was under 40 hrs,i like gaining strength,spells and so on And i want them in single player format. :}

    --
    Jack of all trades,master of none
  126. Losing patience? by kakyoin01 · · Score: 1

    Gamers are losing patience? Maybe it's because the games coming out nowadays overall aren't as enthralling as older ones. I hope I'm proven wrong at some point in the near future.

    --
    The more you know, the more you have to say and the more you should listen.
  127. Ultimately, my problem is this.... by Anonymous Coward · · Score: 0

    Games in general are too short, not too long. The problem is, I sit down to play a "AAA" title, and by the 5-6 hour mark can feel the game starting to wind towards the climax/finish, I STOP. This is because mentally, I cringe at the idea of blowing a $50-60 purchase in 7-10 hours. So I stop and leave it alone for a while to "consume" it in more sittings, and the problem I have is that I don't go back.

    Because games are too short, I don't want to finish them because I feel cheated. The funny thing is, I beat Dragon Age: Origins in 2 sittings (would probably have been one If I didn't pass out). The game was 40+ hours of content (especially the first time), I never felt the game was going to end too soon, I never felt the need to protect my investment. I just flat out played it. I absolutely loved this game, and could enjoy every moment of it because I wasn't constantly wondering when it was going to end, and was my $50 worth it?

    I've clocked > 100 hours in other games like the Final Fantasy Games. I've re-played "shorter" (shorter games of old are still longer than long games of present) games like Half-Life / Quake II / Etc many times because they were fun.

    The bottom line, Games are getting more expensive, shorter, and of less quality. This is BAD, now someone wants to justify shorter games (at the same prices no less). Imho, only very few games can fit that bill. (Portal, which was free prettmuch was 3 of the best gaming hours of my life. Portal 2 was well written and delivered on so many different levels, it was worth the $50 to me).

    Anyway, my 2c

  128. BS by Bensam123 · · Score: 1

    No, this is just another magical void where they're trying to wring more out of consumers for less money. Even IF you cannot explore all parts of the game or there is more content there then you could possibly take care of, the point is, there are choices and that much content you COULD explore. Not everyone is going to explore every little tiny spot, but some people do. Being able to have the ability to do that makes the world feel much more open and alive, rather then just a typical shooter on rails. I think developers are worrying too much about players seeing very specific content that they put time into, then making a overall engrossing and GOOD game.

    Perhaps maybe they just can't think on a scale that makes it seem like an amazing game without focusing exclusively on small and unimportant details?

    Taking this from the direction of 'lets make a rational point to reduce content in our games to make them cheaper so we can produce more shitty clones'. See I don't understand this. Somehow people seem to have this notion and developers seem to be spewing this BS that they have a finite amount of resources they magically shift around between different things in the game. Like how they don't want to invest in graphics anymore because thats time and manpower they'll spend on something else... ...but they DON'T, it just goes into a magical black hole. They never give more content for resources they take away. There is no reallocation, it just doesn't happen. It's like giving someone who is really terrible at managing money more money, it just disappears. Just the same as they somehow rationalized how they don't need better graphics anymore because a majority of players use ancient console level hardware (self-serving in and of itself), players don't use lan support because it only affects a couple players, players don't need certain game types, players don't need modding tools, or want long term support for their games.

    There are MODS (fan made content that was at no cost to developers and those fans never got money for it) that are better then actual games. Mechwarrior Living Legends, Dystopia, Insurgency, and tons of other ones I don't actually remember at this moment.

  129. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  130. Knock-around Gameplay by umbrellasd · · Score: 1

    So, I just went to the store and dropped $30 on the Oblivion Platinum Edition with the two expansions, expressly for the purpose of knocking around aimlessly. I'd purchased Oblivion years ago when it came out, and it had fallen by the wayside for one reason or another. I went to the store to take a look at new games, and Oblivion won hands-down. I say your comments are entirely accurate. I paid $30 for a 5 year old game to avoid the gaming-as-a-movie feeling that is all too common now. The gaming industry today reminds me in some ways of the software industry years ago when the MBAs arrived and started managing, only now it's the movie-style production managers taking over with "let's give them an immersive experience". Guess, what? Games are about the experience I CREATE, not the one you try to give me. Games are best when they give you the elements necessary to create a story, not when the designer gives you a story. Books are for that. You don't play Chess so someone can tell you, "You're going to win with mate in 5 after 43 movies, unless you take the Knight at move 21--then you win in 48 movies. Get to it!" I don't play games for that experience either.

    I remember sunny Sunday afternoons playing FF VII on the deck for hours and hours. Ahh. I'd spend another $30 RIGHT NOW for that. :-)

  131. How about... fun? by Anonymous Coward · · Score: 0

    I've been playing games scince the early '80s and one thing I have noticed is that games get more and more beautiful, more and more realistic. Better physics, sounds, etc.... all to the detriment of actual fun.

    When I play a game, I play it to have FUN. Beatiful graphics, sounds and ultrarealistic physics or a supercool storyline can't beet plain, simple FUN.

    So, what they should be doing is making their games more fun. Funny, isn't it?

  132. I recently replayed Neverwinter Nights and by Anonymous Coward · · Score: 0

    I sank well over 200 hours into it (and have logs to prove it). A replay. Sure, it's been a long time, but really, ten hours is too long? I fucking played one of the modules (Kingmaker) longer than that. It's was similar with Arcanum before it. And gods help my schedule if I decide I need to replay Baldur's Gate II this decade as well.

    The Point Not Explicited Above:
    Start making better games, asshole.

  133. Yeah right. by flimflammer · · Score: 1

    This sounds like them trying to rationalize making shorter games which means they get to spend less money. Of course they wont pass on these savings to the customer. They'll likely expect to charge $50-$60 for a 2 hour game.

  134. Re:Unreal by Archwyrm · · Score: 1

    If playing Unreal isn't an Epic experience, then you have probably bought the wrong thing.

    --
    Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
  135. Re:Zelda. That's a long game. LA Noire? Not so muc by Anonymous Coward · · Score: 0

    Actually, most Zelda games are in the 20-30 hour range if you just focus on completing the main story. Side quests can certainly add a bit to the time, but it's entirely optional.

    A game that's too long would be something like, say, Dragon Quest VII. 100 hours just to see the credits roll, ignoring all optional quests? You can argue the forced length adds value to a game, but 3 hours every day on the same game for a month can be a bit much if there isn't any variety in the challenges (and killing the same enemy over and over again until you gain 20 levels and can progress is a bit monotonous).

  136. Re:Then Why Have We Moved in the Narrative Directi by Anonymous Coward · · Score: 0

    What I cannot comprehend is why games now have moved away from that to a relative straight jacket and lack of freedom.

    Things started going to shit when 3D came along. At first it was ok, but then the studios realized that people will pay more for Eye Candy than Content. Combined with the increased space and development time for a 3D world, the result was inevitable.

    Then to add insult to injury, the studios decided that what people want is not a video game, but an interactive movie. Yes, I'm looking at you Square-Enix. So in addition to removing most of the gameplay in favor of cutscenes, they took most of the plot out of the gameplay as well.

    I want to play long video games, not watch them.

  137. Autosaving NetHack style by tepples · · Score: 1

    None of that "you must play until you get to a savepoint or else lose all your work".

    Is that worse than "the game saves continuously in the background, but your character must survive or else you lose all your work" as seen in NetHack and the like?

    spiderweb software is a sort of one person shop

    Can a one-person shop develop a video game designed for multiple gamepads?

  138. Games are too short by seantide · · Score: 1

    Interesting... Personally I found most games are far too short for the money. Ten hours is not enough for my $50, especially when most are not worth playing again.

  139. Didn't RTFA, but this sounds really dumb. by Panruru · · Score: 1

    One of the top complaints of many gamers today is that games are getting shorter. The problem here is that increasingly, the focus of the gaming industry is shifting to the casual gamers, the ones who just want something fun to do while they're on the bus or chatting with their friends online. Most of the hardcore gamers want longer games, along with many other elements that aren't usually present in short, casual games. Unfortunately, the number of casual gamers is much larger than the number of hardcore gamers. However, the gaming industry would be retarded to ignore the gaming community in the same way that the Syfy channel would be retarded to ignore sci fi fans. There may be less of them, but they're the most valuable customers the industry has.

    Case in point, I'm a hardcore Elder Scrolls fan and have played those games for hundreds of hours. I own two copies of Morrowind, four copies of Oblivion, all purchased new, and I've pre-ordered Skyrim. I buy the Collector's Editions and all the DLC's. So tell me, is Bethesda stupid for spending years making each game as rich and epic as possible? Should they shift their focus to the casual gamers? It could be more profitable in the short run, but they'd be losing out in other ways - and they know it. People will still be playing Elder Scrolls games long after Farmville has died and the casual gamers have moved on to the next new thing.

    --
    "All statements are true in some sense, false in some sense, and meaningless in another sense."
  140. 10 hrs is not long! by Anonymous Coward · · Score: 0

    If I pay $50 - $60 for a AAA game and it lasts me a mere 10 hrs to complete, I feel ripped off. So the guy asking the question is wrong right off the bat. $20-$30 for 10 hrs... mmm ok maybe.