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Coming Soon, Shorter Video Games

Hugh Pickens writes "Blake Snow writes that according to one expert, 90% of players who start a game will never see the end of it and it's not just dull games that go unfinished. Only 10% of avid gamers completed last year's critically acclaimed Red Dead Redemption, according to Raptr, which tracks more than 23 million gaming sessions. 'What I've been told as a blanket expectation is that 90% of players who start your game will never see the end of it unless they watch a clip on YouTube,' says Keith Fuller, a longtime production contractor for Activision. The bottom line is people have less time to play games than they did before, they have more options than ever, and they're more inclined to play quick-hit multiplayer modes, even at the expense of 100-hour epics. 'They're lucky to find the time to beat a 10-hour game once or twice a month,' says Fuller of the average-age gamer. 'They don't feel cheated about shorter games and will just play a longer game for as many hours as their schedule allows before moving on to another title.' Even avid gamers are already warming to the idea of shorter games. 'Make a game worth my time and money, and I'll be happy,' says Casey Willis. 'After all, 10 hours of awesome is better than 20 hours of boring.'"

2 of 637 comments (clear)

  1. Re:WHAT!?!?!?! by Twanfox · · Score: 4, Interesting

    If I put the game down for a weekend or a week or two due to Real Life, and then come back and there's no way to get back into the character and remember what was going on in the story, then I'm done with the game.

    This actually brings up an interesting thought for me. I wonder how well it would go over that, if you saved and walked away from a game, when you came back, it gave you one of those TV-esque 'Previously, on [game]...' intros (skip-able, of course). That might be a way to do a quick refresh of what was going on when you saved, perhaps what quests you were on or the point in the main story where you were at. So far I haven't seen any of that in games, and I know it would have helped me in quite a few instances to get back into the groove.

  2. What about difficulty? by swordgeek · · Score: 4, Interesting

    Something that is skirted around in the discussion of grinding is the increasing difficulty of gameplay. This is one that bugs me - the Big Boss At The End Who Is Almost Impossible To Kill. It's a gaming tradition at least as old as Ultima, and it usually sucks. Yeah, it makes sense that you've beaten the minions, now you face the evil itself. Still, the skill requirements tend to increase linearly through the game up until that point, and then jump sky-high, making it insanely frustrating.

    Some are done well: Shodan in System Shock was tough but beatable and the story drove you to that point. On the other hand, while I absolutely loved System Shock 2, I never finished it. I gave up after several nights of trying to get 30 seconds farther in the final Body of the Many fight. It ended up just being stupid. I don't care if winning the game causes Shodan to come out of my computer as a corporeal love slave - I can't be bothered trying to master that degree of twitch reflex, especially when it's completely out of line with the rest of the game.

    Psychonauts? Finished it, despite the damned nets (and this on a PC with default key mappings!). I HAD to get the last chapter of the story!

    So game developers, please: Don't say to me, "Oh you're 98% of the way through the game. Time to start throwing anvils!"

    --

    "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban