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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.'"

8 of 637 comments (clear)

  1. WHAT!?!?!?! by d.the.duck · · Score: 5, Insightful

    So I can spend 50 -60$ on a 20 hour game? Yeah, that's EXACTLY what I'm after. Sounds like a good way to keep development costs low and reap in more profit. I call bullsh*t on this.

    --
    Where does the signature go?
    1. Re:WHAT!?!?!?! by Moryath · · Score: 5, Insightful

      Like I said, the key is not the length of the game, the key is not doing the things that make the game fucking boring to gamers.

      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.

      If I play the game for 15 hours and hit a Celda-style "Hey Link, go waste 60 hours sailing around the goddamn ocean looking for the 8 pieces of the Crappy Macguffin before we'll let you back to the main story" setup, then fuck that, I'm done. Likewise for games like the Final Fantasy series, where I have to spend 30 hours or more running around the side-areas level grinding before taking on one of the bosses.

      I'm fine with a short game like Super Mario Bros that has almost infinite replayability and remains fun. Or the old-school arcade games that are the same way. I'm not fine with games that have inflated, worthless "X hours of gameplay" listed right there on the goddamn box, like being proud of forcing the players to go through 100 hours of level grind is something to be fucking proud of.

      If the game designers would stop giving a shit about how "long" the game was, and instead start making sure the game was fun from start to finish, then they'd be doing a hell of a lot better. It's not that multiplayer is the holy grail, it's not that people actually fucking enjoy level grinding (let's face it, most gamers don't play Call of Duty more than a month because by the time you play that long, you're SO done with the immature fucking hyperleveled kids who play all day long and shout "fag" into their headsets whenever they score a kill), it's that people want to have FUN when they play.

  2. The length of time? by Moryath · · Score: 5, Insightful

    It's the quality of the game.

    Sure, you can "play" RDR. It has a halfway decent story. But it gets lost because of all the damn grinding, and getting lost, and generally farting around in the wilderness shooting birds and wolves. Or you take a weekend off and even with the mission hint system, you can't remember where the fuck you were in the storyline. It's even worse for all the goddamn JRPG's in the world. Or you have Celda Syndrome, where you play for a good 15 hours, and then spend 60 hours on "Hey Link, go sail a boat around the world looking for the 8 pieces of trash so you can make a goddamn macguffin and get back to the fucking story already."

    Borderlands does a lot better about it. I can put that down for a month, come back, read the mission descriptions that actually carry some fucking backstory, and get back into my character easier.

    Now, do we like shorter games if done well? Of course. Super Mario Bros. can be beaten in a few hours. The Megaman games, originals, had no save points but could be finished in a few hours. The key there is that they can be played over and over and over again, even after you've beaten them, and they are still goddamn fun to play. Just like how arcade games that generally only played for a few minutes - Joust, Galaga, Gyruss and more - were so fun and addictive that they could be played over and over and over again.

    But the key is not making the game shorter. The key is not doing the things that make people bored with the fucking game. Avoid grinding. Avoid needless "now you need to run back and forth around the map 50 times for quest X" garbage. And that means a few changes to game design, like making your enemies scale somewhat so that they remain a challenge to a high "level" character while not being unbeatable for someone who hasn't spent 50 hours grinding in the side areas of the game (looking right at you, Final Fantasy series).

  3. The Problem Isn't How Long They Are by Greyfox · · Score: 5, Insightful
    The problem is that most of them suck, in some way. Either the control system sucks, which will make even the most engaging game unplayable for me. Or the gameplay is boring and unengaging. Or in some cases I can't get into (Or outright despise) the characters. I could have played Beyond Good and Evil for another 60 hours and hold it forward as a shining example of awesomeness that didn't last long enough. Magna Carta sticks in my head as one that might have been an awesome game but which had a cumbersome control system that I just didn't want to deal with after a couple of hours. The games with crappy gameplay or characters (or both) are too numerous to list or even remember.

    I'm betting the "good" games have a substantially higher finish rate than the "bad" ones. So perhaps instead of making games shorter, you should make them not suck instead.

    --

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

  4. Re:I don't get it by jo_ham · · Score: 5, Insightful

    Because:

    * a computer doesn't call you a "noob fag" over XBL if you're better than them.
    * you can play at your own pace without having to hang around waiting for other people
    * the story can be the driving force and you can concentrate on it, instead of trying to read quest or backstory while your 12 yo "co op partner" is tea bagging the quest giver's dog
    * no griefing

    A good bit of multiplayer can be great - LAN play on Quake 3 Arena was a blast, as is hosting a direct-IP Civ4 game for your buddies. You'll note that neither of these things involves an online multiplayer hub owned by the game company designed to get you to play with strangers.

  5. Re:I agree by CronoCloud · · Score: 5, Insightful

    The great thing about Oblivion, FO3 and FONV are that the main quest line isn't too long....and all the other stuff is optional. so You can do what you like doing and play the game how you want to play it. They also have good quest logs, maps notes and whatnot, making them easy to get in and out of.

    My Oblivion save hit 200 hours before I ever visited Kvatch, and I STILL haven't completed the main quest.

  6. It's not just the price though by Moraelin · · Score: 5, Insightful

    It's not just the price, though. Sure, if the choices was between 10 hours of truly awesome vs 20 hours of boring, and they both cost the same, well, ok, I might actually splurge on something that's awesome for a change. I mean, honestly, out of some games maybe a quarter of the time was actually fun, and the other parts were filler that didn't really bring anything worth my money. If I paid the same, but got only the parts that were actually worth my money, in the end I'd get the same value for my money, if not better. In fact not only I'd pay extra to have that filler removed, but I _have_ occasionally actually paid extra to be able to skip it. E.g., by buying a GameShark or the like.

    But that's unfortunately just theory. Anyone want to bet that that won't happen?

    I've seen games get increasingly shorter for two decades now, but I'm just not seeing that awesome stuff emerging. I'm not seeing many people actually cut out the parts that make a game boring, and leaving the juicy meat intact.

    The metaphor that comes to mind is basically imagine buying a nice suit, except it has 20 pounds of lead sewn all over it, so the tailor can claim you're getting a whole 25 pounds of material for your money. It brings no extra enjoyment whatsoever, it serves no function that I'd actually want, and frankly it even detracts from my enjoyment of wearing it. Would I pay the same money to get just the suit without the lead padding? Hell yea. I'd even pay extra.

    But now imagine that after hearing about how the customers don't want heavy suits, and lighter is the new way and all, you go to the same tailor, and now for the same money you get a shirt and jeans, and only 10 pounds of lead sewn to the pants. You got something lighter, but you didn't get the same for your money.

    Now the next round of interviews goes by and you're reassured by everyone that THIS time they'll cut only the unwanted parts out, and you'll get only 5 pounds of suit for your money, but it will be just the awesome part. Except what you actually get this time is a T-shirt and some shorts, and 4 pounds of lead sewn to it.

    That's been what's happening to games. Each time we hear them talk about how people don't want huge padded games, and how gamers would be ok with half the game, but only the awesome parts. And some of us would indeed. I would have paid the full again for some games, if I got a version with all the good stuff and without all the boring padding.

    But then the next game does come along with only half the hours, but the percentage composition is largely the same as before. Now instead of an 80 hour game, out of which maybe 20 are interesting stuff, you get a 20 hours total game. Yippee, it will be just the 20 hours of fun, right? Wrong. Now you have maybe 5 hours of fun stuff and 15 hours of padding.

    I'm seeing the same rhetoric happening again and again, and it looks more and more like a cheap excuse for gullible morons.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  7. Re:I don't get it by DarKnyht · · Score: 5, Insightful

    Not to mention:

    * the aggravation of getting your hands on a game a month late only to find everyone else has memorized the maps and hacked their save files to break the multiplayer aspect.

    * having to constantly purchase the latest "shooter" or EA Sports title just to find someone to play multiplayer with (because everyone left or EA decided to shut the server down).

    * game requires $40 more spent to get all the DLC map packs so you can participate in said multiplayer experience.

    * multiplayer experience was bolted onto a game that should only be a single-player experience in an attempt to make money.

    Multiplayer can be fun with friends, but generally XBL has not been a fun online experience for me. Either the matches are so loopsided it is painful (and results in people dropping out making the problem worse), I am stuck listening to some teen or college student trying to relive his pre-teen pre-puberty singing career, or people think they should be free to say things that result in an ER trip if said in person.

    --
    Voting them all out of office, now that's change I can believe in.