Don't compare movies and games, they're two different things. By that logic we should be comparing to pricing of books and such as well. I spend weeks on some books cheaper than a movie ticket.
People scoff at recent titles like Lollipop Chainsaw's length, but in the end the game doesn't give a shit. The game is balls to the fun FUN. It's entirely enjoyable, and tacking on a few hours of repetition wouldn't have done it any favors.
It's fun enough in fact that it almost promises at least a second playthrough if you enjoy the game, because you probably won't find yourself bored with it by then. It's not meant to be epic, not meant to be serious, and is just meant to be a completely enjoyable experience. And it delivers, as far as I'm concerned.
I noticed this too, as I'm just now playing through Amnesia for the first time. Looking loosely at guides to gauge progress, I'm not THAT far from finishing it, and I've only been playing about 4 1/2 hours. That doesn't bother me. It's not over yet anyway, but what I've played is the best damn horror I've EVER played in a game, and this comes from someone who's favorite genre is survival horror.
You want another example of this point, much like the television example used above, my personal favorite tv show, Twin Peaks. The first season was AMAZING, the best as far I'm concerned. David Lynch wanted to cut it with a cliffhanger ending allowing fans to use their imagination. But he wasn't allowed, the show had been doing so well that it was DEMANDED of him to reveal the killer of Laura Palmer, something he never wanted to do, let alone do so early.
So the second season suffered greatly as a result. After the big reveal was done the rest just seemed like filler. Still decent, but no where near as mind blowing as what started.
Just like a developer shouldn't expect us to pay more than $60 for a game that is longer than 8 hours, no developer should expect us to pay more than $10 for a game that is 2 hours. I would say you can add another $10 on to the price for every 2 hours of gameplay, up to $60. I couldn't care less about multiplayer, so saying your game has some kind of online mode does absolutely nothing to convince me it is worth the price....You hear that, EA???
If anything, a multiplayer mode tells me that resources were taken away from the single player, so I am now less likely to buy your game and will rent it or borrow it instead. Well, now I am just getting off topic.
Nothing to do with horror games, but this made me think of the Lollipop Chainsaw bitching. People seem to be under the impression that an arbitrarily drawn out "campaign" is the only way to get the most value and play time out of a game.
People keep forgetting that while art should have the freedom to do something like make a shorter experience, PRODUCTS THAT ARE SOLD are a different story. Paying consumers have the right to demand whatever standards they want. And length is one of those standards. You want to be allowed the freedom to make your game shorter? You better sell it at a price that is appropriate. Cause hell if I'm paying $60 for a 2 hour experience.
And protip: If you're bitching about "MY ART FORM SHOULD HAVE THE FREEDOM TO DO THIS", then the solution is to release it as art and not a product. Make it FREE, and you'll have the FREEdom to do whatever you want with your art.
You can still make a short game with an indefinite replayability. Catherine comes to mind. The game can be short but its extras game modes and different endings its where the longevity of the game is at.
I really like well designed, short games. Heck, if someone could get episodic gaming right and actually release on schedule, things would be gravy.
As I get older and have less time for games :( a short game can be a blessing.
Yeah, I know what you're saying. I don't really want to compare them directly but I feel more ripped off of I buy a game that I don't like than seeing a bad movie, regardless of price.
For an example, look at the old NES games. Speed runs have Contra clocked at around 10 minutes, Super Mario Bros at 5, Castlevania at 12 minutes. You know what all these games have in common? Replayability and fun. Tell me you guys don't still pop these games in from time to time, no matter what the number of times you've beaten it. These games may have been considered full price at their time, but obviously they game us what we were looking for.
And yeah, I'll pay whatever they ask for Machine For Pigs, doesn't matter. They can have my money.
And by the way...NES games cost $40-50 25 years ago and often took 1-2 hrs to beat. Guess what? You just played them again.
This. Games should be priced accordingly. $60.00 for a 2hour game like Rouge Warrior is overkill.
This is an industry revolving around the premise of "whats the absolute, offensivly least we can possibly provide and how can we mislead the public for profits?"
sounds luke this guy wants to hit the fabled $10 per hour of entrainment price point and is trying to justify his bs
Some developers forget that some of us get the game mainly for its single player experience. Single player shouldn't be just a tutorial for the MP mode.
In other words, Amnesia was nice and long for what I paid for it (around eight hours or so), so please for the love of all that is good, let Machine for Pigs be around that length, too (or at the very least, six hours).
I think my point still holds some truth, though.
I can hardly bring myself to pay $60 for a standard length game unless it is from a developer who has proven they can push the quality aspect. I'm certainly not going to pay full default MSRP for a 1-2hr game.
Still I would have nothing against paying appropriately for a shorter experience.
Essentially, if a game is required to be shortened to strengthen the experience as a whole, let it be. While I salivate at the thought of a 15 hour long Amnesia, chances are the horror tropes would become dulled and the story would lose cohesiveness. Keep it short and simple.

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