By using this site, you agree to our Privacy Policy and our Terms of Use. Close
burninmylight said:
Chrkeller said:

I still think size/scope is the best way to tackle budgets. I haven't played Rebirth, but my daughter has been playing it. Half the cut scenes could be cut. Practically all the side quests are stupid. Cut the fluff, leverage practical AI, budgets will be fine.

I remember playing Metal Gear Solid 1 on the PS3 a few years ago and getting annoyed at having to constantly wake the controller up during cutscenes or being dropped into action right after cutscenes with a sleeping controller. MGS was made during a time with wired controllers and when that focus on presentation was a cutting edge selling point. I then played a couple of modern (to the PS3) JRPGs where I had the same issue, and was even more annoyed because they didn't have that excuse. That sort of thing was cool 25 years ago when FMV, voice acting and cinema like presentation where fairly new to the gaming space, but now I just want to play the game.

Things like what I mentioned above and being able to boast about how a game is 50-100+ hours long aren't the selling points they used to be when we have access to so many other games we want to get to. A lot of developers in general could stand to get back to the basics on focus on making smaller and more to the point experiences than to pack them with all of these empty calories that don't impress people the same way they use to.

100%.  One of the reasons I love From Software and Nintendo....  focused on playing and not watching.  

And I think 10 to 20 hours is perfect length for most games.  



i7-13700k

Vengeance 32 gb

RTX 4090 Ventus 3x E OC

Switch OLED