To each their own. I buy a ton of games less than 20 hours. Quality over quantity
To each their own. I buy a ton of games less than 20 hours. Quality over quantity
IcaroRibeiro said: I don't buy games with less than 20h of gameplay for full price. Not worth the price imo |
For me, time to play games is more scarce than money. I'd much rather play a game for an enjoyable 15 hours and have another 15 to play something else, than play a game that is enjoyable for 15 hours and meh for 15 hours. Of course, if a game is 100 hours long and all 100 hours are really good, even better.
Last edited by JWeinCom - on 29 May 2024IcaroRibeiro said: I don't buy games with less than 20h of gameplay for full price. Not worth the price imo |
For me depends on how repayable a game is.
Tober said:
For me depends on how repayable a game is. |
Oh I agree with this. On average I took 30 hours to finish Demon Souls first time, the subsequent playtroughs gone significantly faster as I knew the maps and masteres how to avoid some traps this gradually reduces the playtime to around 10-15 hours. But the key is a very repayable game for me because I like to try new builds, learn how to fight with them and see how they perform against mobs and bosses. So even if it's a 30h game, in the end I can easily get over 100h of playtime with multiple playtroughs
However a game like Final Fantasy XVI has very poor customization, only one playable character, little exploration and is very narrowed. Not much incentive to replay. That's why once I'm done I'm probably never playing it again
JWeinCom said: Spoiler! I was so disappointed that they didn't put Red XIII in a human suit. Which made it all the better when he showed up as the final boss of the Queen's Blood Tournament. Well played.
For me, time to play games is more scarce than money. I'd much rather play a game for an enjoyable 15 hours and have another 15 to play something else, than play a game that is enjoyable for 15 hours and meh for 15 hours. Of course, if a game is 100 hours long and all 100 hours are really good, even better. |
I can finish a 15hours game in one weekend and probably 5 to 6 15hours games in a month. I can't spent 300 USD a month in games (maybe 100 USD, 300 is too much), so I go for longer games
Alternatively I can play short but discounted games, works as well
IcaroRibeiro said:
I can finish a 15hours game in one weekend and probably 5 to 6 15hours games in a month. I can't spent 300 USD a month in games (maybe 100 USD, 300 is too much), so I go for longer games Alternatively I can play short but discounted games, works as well |
Well, lucky you if you have that much time to spend on gaming. But even if I did have that much time, I'd still rather not spend it on gameplay that's not very much fun. With the rest of the time, I could just replay an older game, or do a multiplayer game.
Yeah, unless the wife is out of town, a 10 hour game is two weeks for me. Maybe that is why I don't mind short games, I don't rip through them.
JWeinCom said:
Yup. We are just too unsophisticated to appreciate the majesty of all things Final Fantasy VII XD. It's probably not worth addressing this strawman argument, but I'll try. Nobody is complaining about side content. That's part of what made FFVII great. But, people are complaining about lame side content. Escorting a dog to give money to some dude with a pregnant wife who I am assuming I will never see again is not interesting. Nor is waking up some guy who tells me to go pick up some driftwood. Or fixing a pipe. These don't add depth to a richly woven narrative, they're fetch quests, with uninteresting characters. And I want to do them to make sure my characters are appropriately leveled, and I have good materia and equipment, but I'm very tempted to just start plowing through the main story objectives, because they're boring. By contrast, you have a game like Mass Effect 2/3. Those games had plenty of side quests, but they were actually like... interesting. Doing one would feel rewarding because the characters involved in the side stories were interesting and doing them would actually help make the world feel more engaging. The characters are well written, have motivations and personality, and doing the quests helps you learn interesting things about the world. Another good example is (some) of the sidequests in Spider-man 2. One of which legit made me cry. It wasn't strictly necessary for the story, but it was interesting in its own right and well worth playing through. Of course, all of those games had some boring ones too, but more often than not, doing sidequests was enjoyable and didn't feel like grinding like it does in Remake/Rebirth. So, yes, you can and should have sidecontent, but only if that side content doesn't suck. Again, I'm just past Junon, so maybe things will change but so far, this is feeling to me like the Hobbit movies. There's a lot of good stuff, but it's unnecessarily bogged down by tons of forgettable stuff because they decided to stretch one game into three. And, while I definitely don't have the market research to back it up, that is potentially a reason why people are not rushing to get the game. I would have waited, except for the fact that I have the summer off and wanted to play it before it got spoiled. There's a good game in here, surrounded by a lot of unnecessary shit. |
I understand your frustration with some of the side quests in Rebirth, but I think you're overlooking their broader purpose and the way they contribute to the game’s overall experience.
First, let's address the claim that these side quests don't add depth. While escorting a dog or fixing a pipe might not seem riveting at first glance, these tasks contribute to the world-building and help create a sense of place and community within the game. They show the everyday lives of the people you're fighting to protect, making the stakes feel more personal and grounded.
Comparing this to Mass Effect 2/3 or Spider-Man 2 overlooks the fact that Final Fantasy VII has always balanced epic storytelling with more mundane moments. This balance is part of what makes the world feel real and lived-in. Not every task in real life is a grand adventure, and the same goes for immersive storytelling in RPGs.
The side quests in Rebirth also serve as a means for character growth and development. They provide opportunities to explore interactions that aren't possible within the constraints of the main story. Even if some side quests seem trivial, they often lead to deeper understanding of the characters and the world they inhabit.
Furthermore, the comparison to the Hobbit movies is a bit of a stretch. While the Hobbit movies were criticized for padding, Rebirth expands on its original material in meaningful ways. This isn't just about stretching content; it's about enriching and reimagining a beloved classic for a new audience, offering both nostalgia and fresh experiences.
As for the argument about boring fetch quests, it's important to remember that RPGs cater to a wide range of players. Some enjoy the minutiae of these tasks, finding them a relaxing break from the high-stakes drama of the main plot. Plus, these quests often come with rewards that enhance gameplay, making them worthwhile in the long run.
Finally, while not every side quest might resonate with you, the diversity of tasks ensures there's something for everyone. Final Fantasy VII Rebirth offers a sprawling, detailed world that's meant to be explored at your own pace. Rushing through just to hit the main story points might mean missing out on the game's subtler charms and rewards.
deskpro2k3 said:
I understand your frustration with some of the side quests in Rebirth, but I think you're overlooking their broader purpose and the way they contribute to the game’s overall experience. First, let's address the claim that these side quests don't add depth. While escorting a dog or fixing a pipe might not seem riveting at first glance, these tasks contribute to the world-building and help create a sense of place and community within the game. They show the everyday lives of the people you're fighting to protect, making the stakes feel more personal and grounded. Comparing this to Mass Effect 2/3 or Spider-Man 2 overlooks the fact that Final Fantasy VII has always balanced epic storytelling with more mundane moments. This balance is part of what makes the world feel real and lived-in. Not every task in real life is a grand adventure, and the same goes for immersive storytelling in RPGs. The side quests in Rebirth also serve as a means for character growth and development. They provide opportunities to explore interactions that aren't possible within the constraints of the main story. Even if some side quests seem trivial, they often lead to deeper understanding of the characters and the world they inhabit. Furthermore, the comparison to the Hobbit movies is a bit of a stretch. While the Hobbit movies were criticized for padding, Rebirth expands on its original material in meaningful ways. This isn't just about stretching content; it's about enriching and reimagining a beloved classic for a new audience, offering both nostalgia and fresh experiences. As for the argument about boring fetch quests, it's important to remember that RPGs cater to a wide range of players. Some enjoy the minutiae of these tasks, finding them a relaxing break from the high-stakes drama of the main plot. Plus, these quests often come with rewards that enhance gameplay, making them worthwhile in the long run. Finally, while not every side quest might resonate with you, the diversity of tasks ensures there's something for everyone. Final Fantasy VII Rebirth offers a sprawling, detailed world that's meant to be explored at your own pace. Rushing through just to hit the main story points might mean missing out on the game's subtler charms and rewards. |
You could make that argument to defend literally any sidequest involving an NPC in any game. All of them are going to show the lives of everyday people in the world. The problem is, they are boring, and not unique, and really don't make this fictional world interesting. I can find plenty of examples in the real world of a kid needing money from their parents but being too proud to ask. This in no way makes me more motivated to save the world. I mean, I already know the world had people in it living lives, the only way that's going to make me more engaged is if those people are likeable. World building only works when it makes the world more interesting. If anything, I kind of want Sephiroth to destroy the planet just so Kyrie could die.
That is specifically why I used the examples I did. Because those games have sidequests that don't just tell you things about random people, but make you care about them. Don't know if you've played the games and I'm going to avoid spoilers, but the little blue rose of illium sidequest does a wonderful job of adding human... or errrrrr... Krogan stakes to the war you're fighting. It also helps learn more about the races involved in the game and how they interact. Plus, you actually care about the NPCs involved. Howard's sidequest in Spider-man tells a little about the life of a citizen in that fictional world, and again makes you care about that character. Not only that, but it's a touching little story with its own self contained engaging narrative.
And even the FFVII remakes can do this. For example, I'm playing through the Costa Del Sol part of the game right now, and it's a blast. It's not technically a sidequest, but it isn't really necessary to the story. And, this part does everything you say it does. Builds the world, gives the characters a chance to interact in different contexts. And, it also introduces some different gameplay mechanics. Regina is a fun character and the Queen's blood tournmant was another really fun diversion. That kind of stuff is what was sorely lacking from FFXII and XIII, which is where I gave up on the mainline games.
So, they definitely do know how to do sidequests in a way that can be fun and engaging. But, once you get off the beaten path to the community board stuff or Chadley's stuff, it's just boring repetitive tasks with what seems like minimal effort put into crafting the scenario. Again, I'm still relatively early into the game, but so far not one of them has been the least bit interesting. And that was an issue I had with the first one as well. I'll be chugging along with the main story thinking the game is great, then hit a wall, and have no fun for a few hours.
It really feels like they made the main quest (which already includes lots of diversions), and then realized they didn't have enough. So, you have to activate towers, look for random brickabrack around the world map, fix pipes, and escort dogs. So, I think the Hobbit comparison is quite apt. Sure there is some stuff that enhances the original work, which I think you could fairly say about the Hobbit too, but there's also a ton of low effort stuff that seems to be there just to justify selling three full priced games.
Last edited by JWeinCom - on 30 May 2024Monster hunter wilds looks a gen ahead of monster hunter world. so much for soundwave theory just looking at the game it will be probably even be demanding for ps5.
Last edited by zeldaring - on 30 May 2024