| Onyxmeth said: I have zero interest in this game, but if they can pull off 5-6 hours of mindblowing FPS action with a top notch plot, doesn't that sound better than 20+ hours of the same hallways and areas that repeat over and over and over? Does every videogame need to stretch out the five hours of story it contains to over 50 or 60 hours just because? It's like those last two Matrix movies. They took a single script and fleshed it out for two movies when they had barely enough plot for one. |
What if it's 5-6 hours of the same hallways and areas that repeat over and over and over and a crummy plot?
Not saying it is, haven't played it, have no idea. But we shouldn't assume anymore that it being short ensures a better experience, anymore than it being long would mean it’s been drawn out.
I can say I understand your perspective about length in games, and to an extent agree with too much being made about length and not context as many games have large amounts of playtime derived from mundane or repetitive cycles or tasks. That being said, I think people want longer games both because their prices are still so high and older games seemed to provide longer experiences.
Portal seems very well received from what I’ve read about it, typically only the complaint is it’s very short, but this seems to rarely effect criticism because it also carries a smaller price point. It’s $20 if you get it from Steam, and packed in with the Orange Box. If we had more flexible price variance at the retail end of the industry, like digital distribution, I don’t think length would be such an issue.
But new retail games, at least for the HD consoles, typically always start at $60. And games, unlike a lot of movies, aren’t usually a passive experience, and require a greater commitment. You need to learn how to play, and typically encounter some pitfalls to get the full experience. With the greater time and effort invested, people want a greater return. If the retail game pricing becomes more flexible, shorter games would likely be less of an issue, and perhaps certain developers wouldn’t feel the pressure to pad their game. But it sounds like industry costs at current often form rigid set prices.