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Nothing is Sacred: Over 20+ minutes of content in this post!
Dr Light ate your Magicite | 8:06 AM on 10.02.2009 6 comments


Join Dr. Light Ate your Magicite on a brand new textual adventure as he tackles game length, the most prominent and dastardly advertising bullet point in modern gaming!

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If there's one thing that pisses me off about games lately, it's the advertised "60+ hours of gameplay!" Why is that a selling point? Aren't we playing these games for enjoyment, for an engrossing story, for the satisfaction of developing a new gaming skill, or perhaps a little enlightenment? Why aren't those the focal points? Are we as gamers so bereft of a reason to play video games that we'll throw down the money for any game so long as it promises to serve as a time sink? Why do we continue to scrutinize over length when the game in question delivered a worthwhile experience? How the fuck is the phrase "Over 60+ hours" even acceptable? It's like saying ATM Machine or PIN Number. Redundant phrase is redundant.

(deep breath)

In the past, a game might be advertised as "xx megabits" in size, which may be seen as pulling the same stunt, but a game's physical size could mean anything. That memory could have been spent on enhanced graphics, additional soundtrack or more gameplay - the point is, it wasn't emblazoned across the game as if to say "this game is awesome because you'll spend 10 hours doing something interesting, and 45 hours grinding through repetitive tasks!"


With the advent of optical media in console gaming, we were introduced to the 'no limit' format, where a game was no longer restricted to the size of proprietary ROM cartridges. For PC gamers, this meant we were finished with loading games from 12 3.5" floppy disks. In either sense, nearly every component of a game was greatly expanded as a result. Since a game could now be spread onto an entire CD-ROM, or even a few, graphics and sound weren't sacrificed for length, and vice versa. But for all the good that this step in evolution brought, it also allowed games to be superficially inflated, hindering a player's progress with asinine sidequests and extraneous cutscenes. Jump ahead to the current formats, and the problem continues to grow.


What infuriates me is seeing people gripe and moan that Lost Winds was only a few hours long, or that Portal would have been a better game had it lasted longer. These are good games, and in Portal's case, a fantastic game. They were even priced accordingly, and yet people find room to bitch. And why? Because we're fucking greedy. We get a great experience, something we've never played before, and the first thing we do when it's over is hold out our grubby hands and expect more.


Our enjoyment should not be quantified by the amount of time spent, it should be based on (novel idea) the amount of enjoyment we attained by playing the game. I don't care that Lost Winds was over in three hours because I had a blast playing it, and have gone back several times since. And that isn't to say a large length is a bad thing, but it shouldn't have become the selling point, because it encourages developers to be lazy and deliver games with potentially solid foundations that are mired by repetitive sequences and unnecessary filler. I loved Assassin's Creed at the start, but hated it by the end and just wanted to complete it because I'm an obsessive game and have the urge to finish any game I start. And that's not even really that long a game, but it still manages to become incredibly tiresome by the closing chapter.


The usual argument is that one wants to get their money's worth when buying a game, that less than ten hours is unacceptable when paying more than $50. Well, my thought is that I'm in the business to have fun, to experience something new, maybe even something that will rile my emotions or thoughts in some way. In short, I'm in it for good content, and I don't care if it takes an hour or fifty hours to get it. Five hours of gaming bliss is still bliss - the length of time taken shouldn't negate that. And the fact is, over saturation of anything is bad, even for a game concept that started as fun and original.


Downloadable Content: Length and MMoRPGs.

Anyone who might scroll down to my gaming collection entry would probably note that I play MMoRPGs, and may insinuate that it's hypocritical to argue that length shouldn't be a selling point when I play games that never end. To that, I say there is an entirely different way to enjoy a game such as World of Warcraft that eludes most people. I've been playing WoW since closed beta, and bought the release version on launch day. It took me about two years to get my first character to level 60, because I play in small sittings. I log on occasionally, do a few quests and mostly immerse myself in the world.


When I played Dark Age of Camelot, it was the same deal, except that I played for the Realm vs. Realm content (think MMoRPG capture the flag/deathmatch). Playing these games like one would play Halo is indeed a fruitless endeavor because there isn't a set path for one to traverse. I see people try to tackle every dungeon, complete every quest, and I think they miss the point altogether. These games allow a player to escape into a persistent world and explore at their leisure, and the first thing most gamers want to do is dominate. So in terms of length, if I play WoW for a half hour every day and get to escape into another world, my money was well spent.


I'm Dr. Light Ate your Magicite, and I leave you with a quote that inspired this entry.
Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."



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6 comments | showing # 1 to 6

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Wonder Woody's Destructoid Blog
I guess this drums up the whole "Lone developer flash games you can complete in a fifteen minute sitting with better stories and gameplay than a fifty hour, drawn out, big budget wank" situation. I feel like I'm stealing when I spend more time on Newgrounds than I do with my sixty dollar a pop game collection.
walkyourpath's Destructoid Blog
You make some good points here -- but how is it wrong to have game length as a selling point?

I get that quantity =/= quality, but if there's a great game that's 30+ hrs. in length and a great game that's 5-7 hours in length and they both cost $60, it's wrong to think that the length just shouldn't be a factor. If that's the case then we should also take replayability off the table as a selling point too.

Agreed with you that people complaining about Portal's length were absolutely ridiculous -- games should be as long as they need to be, then priced appropriately. Portal was perfect as it was.
MkShiranui's Destructoid Blog
Long games aren't bad by definition, and I think it should actually be added to more packages. The package for Okami (sorry to use this example again) does not mention that the game is more than 40 hours in length, which is too bad because it would have been a selling point in that case. Maybe sales wouldn't have been so bad if it was known the game could last players over a month.
P-Dude's Destructoid Blog
Damn, walkyourpath beat me to it. I'll just use an example: I had fun for the whopping three hours of MadWorld. I ALSO had fun during the entire sixty hours of Persona 4. Persona4 is cheaper, longer, and (depending on tastes) fun the entire time (I did not have to "grind" ONCE).
Wry Guy's Destructoid Blog
What's hilarious is the advertising on the back of Dragonball Evolution for PSP. "Dozens of moves! Hours of gameplay!"
The-Excel's Destructoid Blog
Many of my favorite games don't last more than 45 minutes and that never stopped me from enjoying them.


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 about me



Dr. Light Ate your Magicite here, but since my pseudonym is so long, feel free to call me Trevor as well. I'm what one may regard as an obsessive gamer. I don't mean that in the sense that I frantically play any game I can get my hands on. Actually, it's close to opposite of that; my getting into a game typically involves an entire absorption. That also not to say I repeat the same five games over and over, it mostly means I haven't played every landmark game, yet. I lean towards older titles, but I still play just as many recent releases.

Outside of video games, my other great passion is music. I'd consider myself a metalhead because it is what I gravitate towards most, but I don't consign myself to any one genre or style of music. My collection also boasts healthy helpings of darkwave, visual kei, neofolk, neoclassical, classic rock, prog rock, classical, and of course, video game soundtracks, along with smatterings of whatever else has caught my attention. So there you go.

Obligatory favorite games list:

Final Fantasy IV
Seiken Densetsu series from Final Fantasy Adventure to Legend of Mana
Link's Awakening
Castlevania II, Symphony of the Night
Tales of Symphonia
Rocket Knight Adventures
Megaman II, III, X
Earthbound
Chrono Trigger/Cross
Threads of Fate
Gargoyle's Quest
Lost Odyssey


Currently Playing:

Twilight Princess (wii) I'll finish this game someday.
Rocket Knight Adventures (genesis) I found a copy at the local good will and just can't stop playing.
Castlevania - Simon's Quest, Harmony of Dissonance, Portrait of Ruin. I always play a few castlevania games around Halloween. These are this year's picks.

Currently Listening:

Versailles - Noble. Visual Kei and Power metal in one.
3rd and the Mortal - Sorrow. Mid 90's doom metal done right.
Immortal - All Shall Fall. Meh, much as I like them making music again, this just isn't that great.

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