Audience wants shorter games - Argonauts dev
Can't spare "days and days on end".
Gamers have evolved and can't afford to spend "days and days on end" trawling through lengthy adventures, Rise of the Argonauts lead designer Charley Price has told Eurogamer.
"No longer are videogames almost exclusively played by 14 year-olds over summer vacations where they have days and days on end to play through these epic journeys," Price explained when we popped over to the US last month to preview Rise of the Argonauts.
"Every time someone invests 25 hours of their life into a game and then realises there's another 75 hours to go, they just can't stomach continuing and they walk away with a sour taste in their mouth - no matter how much fun they had with the game.
"They need to be doing something achievable with the end in sight; people's expectations are evolving for what they want to get from the experience," he added.
Liquid Entertainment has designed Rise of the Argonauts with this philosophy in mind, Price said, and has sought to discard many of the antiquated trappings of the RPG genre in order to do so.
"Games are the only medium where it's commonplace to say, 'you've got to struggle through the first hour or two and then it starts to get fun,'" said Price. "I think it's unacceptable for a lot of people, you know - if the game's not fun within the first half an hour to an hour then a lot of people are just going to take it back."
"So you've got to be going through and presenting the fun up front; you've got to be going through and presenting what you're game's about and what makes it compelling so that people can really get their hooks in and can really get in to what you're game's all about."
Rise of the Argonauts is due out this autumn on PC, Xbox 360 and PS3.
Head over to our Rise of the Argonauts preview to find out much more.
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Comments (79) Latest comment 4 years ago
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When was gaming ever like that?
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Days and days of something as good as Deus Ex is a different matter.
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What does the length of game have to do with whether people play it or not? I'm working adult, and yet I like it immensely if game tells a story I can participate in for days. If it's good. If it's bad, 15 minutes is enough for me.
Does he imply that games have to be played non stop from beginning to end? It's not like we don't have 'SAVE' option to take a break when it's needed.
He's not making any sense.
Unless he's a console person; those are notorious for making you play for as long as devs want, without ability to save where you want, only when game wants to save...
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I think there is room for long games in the market, and I don't think that just because Rise of the Argonauts is going to be, apparently, short, that Charley Price should make assumptions about how *all* gamers feel about this.
More of a problem is the number of *good* games that there are to play - each new one is a distraction from the ones that have gone before - hence I ended up finishing Mass Effect and Ninja Gaiden 2 and GTA IV (storyline) before 'completing' Oblivion.
I'm hoping for at least a pause before any new Great Thing comes along, to give me time to dedicate dozens of more hours to Oblivion and work through some of my other back-catalogue wanabees.
If you don't have the time to dedicate to the games, don't buy them?
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this is non news though. there already are short and long games allowing people to chose. if you dont have time you dont complete it, big deal.
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Its like watching only the first part of a movie. Who would do that?
Shorter games with higher quality is the way to go.
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Don't these devs realise that *except in a few rare cases* simple games that are "fun straight" away get really ***ing boring after about 2 hours?
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This man has *read my mind*!!
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Personally i won't go near a short game. I don't buy many games because most of them are shit, so the ones I do buy, i want to invest a lot of time in.
And just because I like quantity, doesn't mean i dislike quality. Games can be long AND good. It just takes a good developer.
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Personally, I like long games but at the same time I still like to mix them with the shorter ones as that means I can play more games. If developers are going to be making shorter games then does than mean the games will become cheaper? I bet they don't though. Making shorter games will be a dream for publishers as it means their developers can churn out more games and make them more money. It's no wonder so many third-parties are latching onto the Wii... it's instant money really.
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Do you mean Gears of War or God of War? The former has a cliched, virtually non-existent storyline... I fail to see what was so brilliant about it myself. God of War on the other hand... well that WAS brilliant...
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There has to be a market for both, just like there is a market for Ratatouille being 80 minutes long and Lord of the Rings being around 12 hours total ( Extended editions and all three put together ), and I do really like both these films it just depends what mood I am in.
But there are other games too, ones you can dip in and out of such as SMG or SMB where sometimes its just fun to go in and complete a few stars or levels but you can still have fun trying to get everything in the game.
All of these types of game deserve their place and lets not forget WOW, how many subscribers does that game have?
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Take Oblivion: everyone raved about how many hundreds of hours they'd spent in it. 15 hours in I realised that it was basically a few hours of gameplay repeated many times over. That's fine for a while, but I just can't be bothered now.
Luckily, I don't have to put up with that any more, so I went and bought Heavenly Sword, Uncharted, DiRT and Ratchet and Clank and played them instead.
I'll probably go back to Oblivion at some point, but it's becoming increasingly unlikely.
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What an odd thing to say... if I like a game, I mean really, really like a game, as I did GTA IV (100+ hours) and Oblivion (300+ hours) then I don't want it to end but it's not like I know how long I have left to finish it anyway, how would I if it's only the first time I've played it!!! Do people really think "Oh I'm enjoying this game, it's fun, but I can't be bothered to finish it because it's too damn long!". I mean doesn't that mean that they're NOT finding the game fun...? :?
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anyways, i lost all credibility in this developer and will not buy their game, will only rent it for a few hours, complete it and return it....i say that's fair
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I think his point is that they play the game for 25 hours, get bored of the repetition and stop. Which means:
- They don't get to see the whole story
- They remember the game as "that boring game I stopped playing", not "that great game with the cool ending" and are less likely to buy a sequel
- The developer has spent 75% of their budget on part of the game that much of their audience never sees, so the 25% the player has seen isn't as good
Personally, the 25 odd hours that GTAIV took to complete was about 5 hours too long, by the end it was really dragging.
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Which is better an 8 hour game that leaves you disappointed at its brevity or a 100 hour one that offers lots of gaming and value for money? There's no reason a game can't last you several years... I've been playing Oblivion on and off for over two years now. Surely if more games lasted longer then you'd need to buy less? Or is THAT the REAL reason for the industry leaning towards shorter games, i.e. they can make and sell more for the same price they do now thus maximising their profits? I mean prior to this generation we had publishers griping about development costs so it all seems to make sense that they'd be pushing for shorter games. Right?
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Frankly it's appalling how much shovelware that sells for the same RRP as sprawling epics like Mass Effect, MGS4, GTAIV et al.
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Some games lend themselves to hours and hours of playtime, and I don't think they should go away, but for me at least, the perfect length for an action/cinematic game is about 8-10 hours. That's plenty of time to tell your story, and enables developers to cut out the weaker parts that are usually only added to pad out the length anyway.
edit: The developer has spent 75% of their budget on part of the game that much of their audience never sees
I think this is the most important point. I imagine this happens far, far more than people might think.
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I've played many long games and if I feel compelled to finish them then that means it's a really great game in my book. I can't think of a long game recently that I've felt has dragged but then I do tend to enjoy long single player games, mostly because I'm not really interested in multiplayer modes so I feel they offer me value for money.
Anyway, don't some people play games like Call of Duty 4 and Gears of War online for dozens and dozens of hours? If you ask me, those are repetitive because stripped of the offline campaign's story mode they feel almost pointless to me.
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But the main quest is fairly uninspiring so far: perhaps if they hadn't spent so much of their dev budget on the side quests the Oblivion dungeons wouldn't have to be copy-pasted so much.
I'm fine with buying more games, I don't care about the 'value' I get out of my gaming pound that much. Hours of gaming per pound/dollar is pretty meaningless beyond a certain limit.
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Kameo only took me a week, but I had it on rental, so I probabbly couldn't afford to spend a year on it
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"If someone stops playing a game part way through then that means it wasn't good or engrossing enough to keep people playing it"
Not really. Even the best game can become dull if it's repeated too many times. Portal was great fun, but I wouldn't want to play slight variations on the levels 30 times over.
IMHO, the GTAIV main storyline was about 5 hours too long, by the end it was really dragging.
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That's the reason that I love RPGs and sandbox games, both genres offer lengthy single player games and even if the latter has an online mode, like GTA IV and Saints Row, they don't feel like they've compromised the offline game.
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Hello Mr Games retailer i paid £40 for this game and it's just too long, i'd like LESS content for the same price if you please.
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Because given their budget the later puzzles would be less and less inventive and the Glados voiceover would have been stretched out and less funny.
Portal (and Heavenly Sword, Uncharted etc.) took their game mechanic and story and created great experiences. Another 30 chapters of all-but randomly-generated enemies would not have made Uncharted more fun.
Edit: Thinking about it, wasn't Portal pretty much designed to be played it a few sittings? Stripped of the context of the story, the drive to escape and Glados it would just be yet another quirky puzzler, IMHO.
Multiplayer games have social and competitive aspects that keep them fresh longer than single player games. There's also the fact that the community itself evolves, so you have to keep changing strategy.
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edit: The developer has spent 75% of their budget on part of the game that much of their audience never sees
I think this is the most important point. I imagine this happens far, far more than people might think.
I'm not entirely sure that's the case. Quite a few games I've finished recently seems to count the last 25-50% of the game where it can just shove difficulty ramping shit in to prolong how long a game takes, instead of giving you new content in the same proportions as the rest of it. Alone in the Dark is my recent bugbear:
Putting in stupid timed puzzle and driving sections when you've been given control over a clubfooted man with twitchy arm syndrome does not a fun endgame make. Burning the Roots of Evil just turned into mindless drudgery, and the final "Race to the Museum" was bloody awful.
Thinking about it, the only game I can recently think of where I think where they have invested consistently throughout the whole game is MGS4, where if you didn't get to Act4, you've probably only seen half it. The film, that is.
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So wrong IMO. I enjoy 100 hour epics. If someone does that every time, they need more patience (unless they just don't really have the time, in which case fair enough).
Also, longer games + enjoyment = value for money
Oh and:
Shorter games + Huge enjoyment + Cheaper price = even better value for money
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Most old arcade games never had an end. you just kept going and going.... Even arcade games these days seem to have an end.
Kids today .... tch tch.
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If it's done right, then great, but in the most part it'll just be an excuse for devs to make shorter games with no extra quality.
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It's incredibly simplistic to equate the value of a game with its duration. Nobody does that with books or films.
Why would anyone bother wasting 100 hours of their life on a game that's only kind of fun and requires lots of patience to trudge through?
(oh, and hi fellow guardianista!)
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The point is that they won't, surely? I mean if I'm not enjoying a game then I'll stop playing it, I won't persevere with it for 100 hours just for the sake of getting my money's worth out it. I doubt most other people would either, you only play a game for as long as you're enjoying it. But if a game only lasts 8 hours then it's surely poorer value than a 100+ hour one that you played for 50, even if you never finished it?
For every person that thought Oblivion was boring to play for 5 hours there'll be someone else who loved it for over 50 so it goes back to someone's earlier point that there's room for long and short games, it's up to the individual which they prefer. When games cost £40, you surely want more value for your money not less even if you don't complete them?
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I guess I'm in the minority though
On the plus though, it keeps the trade-in value of most things quite high
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And making short games that gravitate towards five minute arcade game entertainment is worryingly common.
Take mass effect for example. I got it, based on bioware reputation of making long, story based games.
Truth to tell, while a decent game, it didn't quite live up to my expectations. That's for two reasons.
1. While idea of the story was on the usual high level, execution was lacking. Characters in game were introduced in a
sketchy way at best, giving me impression that one was not supposed to talk to team members, but focus on arcade
shooter part of the game. Which is putting the whole concept of story game on its head, taking huge chunk of immersion
and fun out of the equation. While characters were not at half life 2 rebel teammate level, they were close.
Compared to Knights of the Old republic, it's oversimplified in character story department, to the point of being
detrimental to the whole game experience.
2. Game length. Having gotten it around friday, and knowing from reviews and forums that it's *not* long, I still didn't expect
to finish it around saturday evening. Watching end credits, I've scratched my head and thought to myself:
That's it?? Second time I did everything one can do in game, not even using taxis at citadel. Total game time, 40 hours.
Too long for arcade game or a shooter, maybe, for for a story driven game, that's...sad.
Bottomline. If different devs want to make shorter games, that's their right. No one out there to tell them what to make and
what not to make. But when they make arbitrary judgements saying that this is good, and this is bad, while a lot of people
disagrees, then I have a problem with that.
PS. Whole argument about long games not being fun is flawed. Length of a game has nothing to do with enjoyment.
If devs make a good game, people enjoy it, and being able to enjoy it for longer is certainly better than enjoying it
for a few moments, right?
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Deus Ex is a great example of a game that was too long for me. I loved it, but it was starting to drag when I finally finished it. And yet, it had a load of really cool upgrade options that I'd never seen or used, and so were wasted on me. If the game had been half as long I'd probably have given it another go. As it was there was no chance. Whereas Bioshock was short enough so that I didn't mind having another pop to try harvesting the sisters instead of saving them (and using knowledge of events to come to set up elaborate traps and ambushes for the goddamned sploicers was great fun on the replay too).
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Game developers are companies, their whole reason for existence is to maximise profit. There's nothing sad about it.
And you completed Mass effect in 2 days? Isn't that roughly 7-8 hours a day or something?
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]http://steampower ed.com/status/ep1/
[/link]
It's 5-6 hours long, and you've have to be pretty cynical to call it a crap game, but only 38 - 50% of people had completed it 2 years later.
I reckon the majority of games go uncompleted by most people, and that's a crying shame for developers who are trying to tell a story or give a big pay-off ending.
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I bet the shareholders of his company are just thrilled!
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And whoever writes nonsense like "lack of time" when a game is too long for them.. Does that mean you will never, ever play another game again after you've finished that last 8 hour $60 generic FPS? Because, if you think about it, the only thing that happens is that you'll get another 8 hours game.. and then another.. and then.. you get my point.
If you buy three 8 hour games and finish them, you've spent as many hours as one 24 hour game. Pretty simple maths, eh?
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When I buy game advertised as story driven game, and yet what I get is a game that is, at best, a prologue to a story in game format, I tend to feel ripped off. As I understand it, different game types offer different kinds of fun. Shooters are good for 10 minutes between having breakfast and going to work, story games are good for several free evenings when you want to enjoy participating in the interactive story. Mixing different game types has to be done carefully, or the effects are not appealing to anyone.
What you say about costs is true, of course, but that misses one thing: super expensive visuals are *not required* to make a game great. It's only PR gimmick. Look at Fallout 1 and 2. Great games, with great following still, after close to 10 years. Great graphic? No. Just great gameplay. On the other end of scale, titan quest. Great graphics, and gameplay as stale as bread from last year. Who's going to remember it after 3 years?
And, what do you understand by 'unrealistic demands on the part of gamer?' I'm not sure I understood you. I'm a customer, gaming companies are provider of a product. I have specific expectations about the products I want to pay for, if my expectations are not met, I'm not buying the product.
In this case, I'm not going to buy next mass effect if it's not more story driven, than graphics and action driven game. Of course, it's just my preference. Others might enjoy games that are much shorter/longer.
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Why would anyone bother wasting 100 hours of their life on a game that's only kind of fun and requires lots of patience to trudge through?
That's true but look at the quote again. He's saying that we can't stomach 75 hours of a game after pushing in an initial 25 hours whether we really enjoy the game or not. If I'm enjoying a game after 25 hours, I'll continue playing. I'm in for the long haul - because I'm enjoying the game. They're saying something like (after their stipulated 25 hours):
"Wow! This is brilliant. I'm really enjoying it! Wonder how long there is left? 75 hours?! There's no way I'm going to enjoy this for 75 more hours. Nah, better leave this and move on. Great game but too long..."
Unless you have a time issue, why would anyone want to do this? You enjoy it so enjoy it for a bit longer and see how you get on. Still enjoying it, carry on. Keep going. Then you suddenly reach the point where you're either not enjoying it or have finished the game. Then you can stop. It makes no sense to stop playing just because you are enjoying it but the length of the game is huge (again unless you have a time constraint somewhere).
I've gone round in circles so that's a good time to stop.
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Actually, I suspect most people are afraid of 80 hour games since they tend to be RPG's and some even tend to make you think. Safer to stick with Halo! It's it's too complex, at least it's over within 10 hours!
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Thanks for the heads up!
In all fairness, he does have a point but like others said, it's more a problem of pacing than it is a problem of total game length. Breaking up a longer chain into manageable pieces is key.
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Yes 70 hours is probably too long but you cant say that mass effect could have done with another 10 to bring it up to 40. Half Life 2 was around the 20 hour mark.
As has been said before game length is all about pacing. People will watch their soap every night for around an hour. The average run of a lot of tv series is 22 episodes of 40 minutes to an hour. People are perfectly capable of playing a long game for a long period of time. Many people will watch a tv series if they know from reviews that it gets a lot better later on.
Besides if you try an extend the games target audience from the get go by making it action packed from the start especially in an RPG you make it even more genre alienating.
Most games today do start off well. For RPG's this is perhaps not the case but slow does not equal boring. The start of oblivion was a brilliant, if only for the first time. Neverwinter Nights blended seamlessly.
Finally the vast majority of written stories start off slow and so do many TV series.
Also just saying oh id rather have a good replay value short game is like poking anyone with a good memory in the eye. Ive replayed less than a quarter of the 150+ games that I own and most of them are good quality.
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rent it guys, or wait for reviews. caution is advise when a dev says that. do you really want to spend 60-70 dollars for a game that lasts few hours?
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There's a market out there for both long and short games but my personal preference are games that have a lot of stuff to do and a good storyline to progress through. If a game doesn't have at least 20+ hours of gameplay in it then i probably wouldn't buy it. I don't want to spend forty quid on a game for it to be finished and have seen everything in it within 10-12 hours - that isn't value for money.
Roll on spending 100+ hours playing Fallout 3.
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First of all, RotA is by no means a short game. A typical playthrough of the game, including some of the side quests should take the average gamer around 20 hours.
Another point that I would like to make is that RotA is a game that emphasises quality over quantity. The game has not been artificially "bloated" with weak storylines and subplots in an attempt to lengthen the game and boost the playing time. RotA is playable in 1 hour chunks that will be full of intricate story telling, and powerful battles against lethal enemies, no longer will players have to kill rats for an hour before they are strong enough to get into the thick of the action.
I hope the above clarifies a few points that maybe were not made clear in the article.
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True, I'm 24 now. And the summer vacation should be moved to the other side of the calendar, the silly sun keeps reflecting off my monitor!
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