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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."

44 of 342 comments (clear)

  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 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.
    2. 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.

    3. 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.
    4. 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.

    5. 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.

    6. 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
    7. 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.
    8. 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.
    9. 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!
    10. 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
    11. 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.
    12. 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
    13. 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.

    14. 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.

    15. 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.

  2. 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.
  3. 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 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
    3. 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=-
  4. 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.
  5. 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.

  6. 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 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.

  7. "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.

  8. 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 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.

  9. 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!

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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
  15. 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.

  16. 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.

  17. @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?
  18. 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 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.
  19. 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
  20. 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.
  21. 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.
  22. 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!

  23. 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.