Long games are dead, says Spector
And he's tired of black leather and guns.
Iconic game designer Warren Spector has said he believes lengthy adventure games are "on the way out".
The Deus Ex creator, who now heads Junction Point Studios for Disney, believes game designers need to work out how to meet a new generation of demands.
"I love working with Disney because I'm so tired of making games about guys in black leather carrying guns. I don't want to make those any more," Spector told Gamasutra.
"Building a game is as complex as making as a Hollywood movie. We are in a business that is both software engineer and entertainment, and we have to balance it. It used to be that you could trade off gameplay for graphics, but you can't do that any more.
"100-hour games are on the way out. How many of you have finished GTA? Two per cent, probably. If we're spending USD 100 million on a game, we want you to see the last level!" he added.
However, casual games have their own set of problems, according to Spector, who said, "If you don't make it on the front page, you don't get your game seen."
Spector has yet to put his name to a project since Ion Storm (Deus Ex series, Thief: Deadly Shadows) was closed by Eidos in 2004.
All we've heard of his Junction Point project is a teaser quote from the man on the studio website:
"When we do announce what we're doing, half the world's going to think we're crazy and half the world's going to think it's the coolest thing since sliced bread - how great is that?!"
Read to the full interview to find out what sort of people Spector wants to hire to help him. You'll need to love "chaos" and "change", apparently.
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Comments (81) Latest comment 2 years ago
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I sense a PC gaming revival in the next few years.
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MAKING SWEEPING GENERALISATIONS BASED ON LOCAL MINIMA/MAXIMA....IS DEAD!
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He is a nob jockey.
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Ninja Gaiden 2 is more my kind of game in that way. Short - but very very sweet.
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GTA isn't a good example, either. Surely, just by driving around the city for an hour or so, listening to the radio and occasionally shooting people, you've actually "experienced" 60% of what the game is about. It's actually the ideal example of exactly the type of long game people should be making. It's a long game which you can play in twenty minute - half/hour instalments or seventeen hour marathons, depending on your lifestyle/commitments.
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However - GTA IV is a rather bad example. That is an open world game, and they need to be huge. OK so Rockstar went over the top, but still: an open world game that feels constricted is not really all that open. So them games need to contain hundreds of hours of gameplay - but the main plot might be made clearer and even easier to complete, with side quests, exploration, co-op and online being the real time-sink.
The thing is - if the GTA IV story could be finished inside 12 hours of focused gameplay... I still probably would have been doing side missions and races with Brucie, not to mention going to Split Sides with Little Jacob - which is what I'm doing righjt now anyway. The point is: why not do both, and statisfy both?
Will I ever listen to all the radio stations, to completion? Will I complete all the stunt jumps? Will I see all the performances at the clubs?
Most likely not. And that is perhaps what makes GTA IV so great. Even though it does become a little boring and unwieldly at times. But this game is special, in a sea of shovelware this game stands out as - dare I say it - a work of interactive art. Maybe 99 % of the people who have bought it won't finish it - they won't get to see the whole picture - but that's the thing with art. You don't neccesarily finish looking at a sculpture, or a picture, or a dancer - you just admire it until you sort of thet the idea, or until you're full, and then you walk away. Sure, there's a market for disney shovelware, but don't believe that is the only business model in the industry. Just because the Wii is so poular with "casual gamers" right now, that don't mean that all restaurants must become McDonalds francises instead, or that all movie producers have to start making porn instead of character-driven drama.
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exactly. this is why he's saying what he's saying - the gaming demographic is maturing. i've read various studies placing the average age of gamers at mid-20s, up to early 30s - there aren't many 30+ yr olds that can afford the amount of time a really long game needs, we've all got wives, children, jobs etc. obviously, most posters here are probably in the 'hardcore' category, ie uni/school students, unemployed, single - people with lots of time to spare, so will rail against shorter games wherever they can. but in terms of most normal gamers (who fall halfway between some invented hardcore/casual divide), we just don't get the time to play epics any more.
the other point is the amount of resources it takes to crate a game - as he says, if they're gonna put 100s of man-hours into creating a game (at vast expense), they want most people to actually see what they've worked on...
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advance wars is a great example of getting this right (maybe because of the turn based structure) but really you can save/restart at any point - hence being my friendly tube companion for a good 9 months
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Fuck off with your casual disney crap
Bring on DX3
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Plus... what's wrong with black leather and guns?!
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As has already been said, as you get older you have less time, so short games are good. However that doesn’t equate to you wanting to play simple short games. You still want to play the same type of game, but in a shorter form. Half life 2 Episode 1 & 2 for example.
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I only have a problem with long games if things begin to feel repetitive.
The best long games are either open-world with plenty of short missions (GTA, Oblivion) or are linear with evolving gameplay and environments to keep things fresh (HL2, COD4). If the play stays the same, long games do begin to feel like a chore to complete (Gears of War and Bioshock were pushing it in my opinion).
So Specter has a point, but only if making games long for the sake of being long.
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You just have to look at GTA's sales figures to know that there are plenty of people want that kind of lengthy involved experience.
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But why?
Surely if they are spending USD 100 million on a game, they just want people to buy it. I don't imagine rockstar are crying over their piles of gold because not everybody has finished the story, or the time and effort they have put into hiding pigeons has been wasted on the majority of the game buying public.
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I like long games. I like games where I really get immersed into them. I don't like games that force you to play for hours until you find the next save point (consoles, I'm looking at you), and I don't like games that make it hard to jump back into them if you've been away for a couple of weeks and forgotten exactly what you were meant to be doing.
In short - people don't finish crap games, length has nothing to do with it (in my opinion).
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Heck, even if games are shorter, doesn't mean they can't be deep! Better a short game with many paths through it(literal paths), than a long linear game which simply begins to feel like a repetitive chore.
I hope Mickey Mouse will have many choices in his way to the warehouse to take down an illicit generator, protected by weak groups of NSF. Rewind.
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I really like a lot of the stuff WS has done in the past, and hold him in far higher esteem than other apparent visionaries that I won't mention. However, this does all smack of "dev says how thing he is working on right now is exactly the thing he wants to be working on". He is hardly likely to say "I love making long story driven adventure games, far more than the 3 hour stuff Disney are making me work on" is he, so I take it all with a pinch of salt.
Eventually, every visionary becomes redundant, and the best thing they can do at that stage is talk PR without getting in the way of proper development (again, naming no names, but I'm sure some spring to mind). I respect WS a great deal, his record speaks for itself really. I'm interested to see what he works on next, even if it turns out not to be my bag.
P.s. People who use the word lazy in this sort of context have no f*cking clue what they are talking about. Making games is not the same as making little houses out of lego you know. Its a complex business, with no one person calling all of the shots. And to suggest that games that take less time to play must obviously take less time to develop is just idiocy.
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I also wonder how this links to his previous statements about longing to return to the deus ex franchise
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So - a game that allows the customer to drive all sorts of cars, helicopters and boats + shoot all kinds of weapons + go to clubs et cetera et cetera - just vide variety of differen gameplay mechanics - needs to give the customer a lot of time to enjoy and experience thaose mechanics. Makes sense, no?
Whereas a game that is basically about just running and gunning don't really need to be all that long. That would certainly become boring fast.
One thing tho: GTA IV could hav had a lot more flexible retry system. Retrying a mission always starts immediately after the cutscene briefing - which isOK - but the commences with a long drive over to the first part of the objective, which is useually to enter a car or something that starts the real mission. Having to do those lengthy drives again and againg are gettin on my nerves, it's just meaningless repetition that fluffs the game up dozens of boring hours. I have started hopping in taxis for all my dates and "hanging out" things; driving is just too boring - picking up people, going to a club, having fun for 5 minutes and then dropping the contact off again is really pretty boring. So: I'm all for getting rid of boring time-fillers like that.
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It's all about guys in black leather, carrying swords.
Or even better, gals in black leather...
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GTA IV is just a myriad of poor design choices masquerading as an openworld game. It's substance and usage of time and space was severely limited. A visionary game should not be judged on size and certainly not on subject matter. I remember reading an article by a movie critic that said GTA IV's story was better than the majority of movies released so far this summer. Unfortunately the guy was talking shit, because GTA IV's story was an amateur take on ground treaded already by Coppola and Scorcese, and Tarantino to an extent. It also is artificially lengthened to a ridiculous degree. Pacing to me is the most important thing in a story and GTA IV is hampered by both poor gameplay and story pacing.
The game is the most overrated game of all time, a piece of shit that doesn't do a thing to advance on it's already rather superficial predecessors. The newer hardware just exposes it even more. And that brings me to what Warren Spector said. Frankly I can't say if he's onto something or not. I mean, GTA IV, for better or worse (way worse) did sell very well, so I guess in a way it proves him wrong, yet he's right to a degree because not very many games commands the sheep quite like GTA does through marketing and appealing to the lowest common denominator. Dues Ex certainly didn't take the easy route, and game that doesn't is going to struggle if it's high budget.
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They don't rate games as art, they just rate them based on a mix of hype, marketing and schewed opinion. You want to disagree with my assessment, that is fine, but you're doing yourself, not only me, a disservice to try and bring those idiots into this because no, they don't know what they're talking about and they rarely do, because they're not and never were very good critics. Have the balls to forge your own argument about why GTA IV is great or don't bother.
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Please! I want less content for my money! 'kaythxbai!
...moron.
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and since when did you have the authority/experience/knowledge to criticise the gaming press in such a generalised fashion, I respect your right to have an opinion but when you use it in such an uncultured fashion I cant take it seriously.
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Since when did they have the right to judge games for everyone else? Where did they get the authority/experience/knowledge? I'll give you a clue, it's from the same place as everyone else. I don't respect them, any more or any less than I respect you, in terms of deciding what is a good game or not. That is, none of you are telling me what is a good game with any kind of authority. And I suppose I did let me eloquence go a little, I guess I got my arguments mixed up. Calling GTA IV that should be more my response to the guy who said it was just a very good game. Much simpler argument, and I'm quite happy to go that way, it's just a lot easier and I don't feel the urge to slap someone for saying it's a good game than when I do when someone tries to claim it's something more than that.
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No, that's up to the player.
Some people play to the end, some half way, some start over a couple times. There's allot of game there so you can do what you want, that's the beauty of it.
It's not the end that matters, or even reaching it, it's the journey that's important.
Then again not every game needs to be a 100 hours long, it all depends on the experience you are trying to make.
Just don't force a particular length onto a game because you think players might not make it to the end.
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As in all professions some are able to do this well, others not so well. One of the joys of the internet is that it lets us all spout our opinions - however some of these are ill researched and lack context - I suppose that you learn which opinions/views to respect over time whether that is someone on a forum or a professional reviewer, that said I am more likely to take notice of a review from Eurogamer/Edge than I am to take notice of Joe 'that game is da rubbish' Bloggs on a forum
as for the rest of your point - fair enough, and i do agree with you about the overhype - but that seems to be with gaming in general not just gta4 - and lets not start on the whole 'are games art' argument
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"Sorry, but anyone who thinks GTA IV is a piece of "interactive art" don't know what they're talking about. Killer7 was art, Ico was art, System Shock 2 was art, there are a few more but I've made my point. "
Nope - none of those games were art. They were all damn good though.
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Enjoy the moolah and your retirement sir. Relevance will soon be a thing of the past, alas.
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You can't however define a game as not being art - what is the definition of art?
Art can be anything, this turd on my desk, some tubgirl clip on my machine. Even that annoying banner >>>>>
I agree that long single player games suck, but games like WoW which go on and on and on, with persistent characters, items etc are continually fun, as once you've completed it you don't just trade it in.
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Anyway, I too like my long games. Incidentally, most of them seem to come out of Japan.
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Also annoying.
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GTAIV is a game like any other. The whole "this is art but that isn't" argument is pointless, hollow and unending. ICO is no more, or less, art that GTA.
You seem to feel very angry about the fact that some reviewers have different opinions to you, and cite the word "trust" as being part of the equation. It simply is not. Game reviews are entirely subjective, there is no authority, only experience. Nobody is right or wrong. If you disgree with a reviewer about a game... well thats cool, its just the way of the world. Neither of you are wrong.
What is about GTA that pisses you off so much. You started off by announcing in no uncertain terms what a big pile of shite it was, citing other titles sucha s ICO and Killer 7 as examples by which to lead. Its just horses for courses. I personally got bored with gears of War (I tried twice), but loads of others love it. They aren't wrong, neither am I, and frankly whether or not Gears is art is nowhere near being the point.
So, GTA, why do you hate it so?
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"I used to think Warren Spector was a genius. Now I think he's outdated, wrong and Disney-fied."
That is to some degree the way of things. Its like the rock and roll of yester year. Those that died early are legends, those that got old just... well... got old.
Name me one games industry luminary still in the business that is kicking ass the way they did in their hay day, and I'll bake you a cake.
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I am likely to inflame you with this comment, but hear me out
"The game actually made gameplay choices that literally went against what is considered functional or acceptable to most players. I can't help but see it as a work of art because 99% of it's appeal seemed placed in it's content than how it actually played."
To be honest it sounds from that statement as if Killer 7 was art, because its appeal did not come from its presentation rather than from it actually being fun to play.
So my question is, if it has been fun to play, would it have been less artful?
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My dislike for GTA IV is just your basic dislike, I didn't find it fun, I didn't enjoy it. Other people like it, fine, but some things are hammered into you way too much. GTA IV got more perfect scores than any game in recent memory, it's the fastest selling game of all time and for 3 weeks I could not go anywhere online, or in real life, without seeing an ad for it. Familiarity breeds contempt, is the cliche, but it's true.
As for Killer7, I did find it fun to play, personally. But that's because what that game succeeded at for some people, but not everyone, is it got them to accept how it played, and then they just enjoy the ride, kind of like once you accept that wandering around an art gallery isn't really the most active or fun thing to physically do in the world, if you get into the paintings, they make it worth it.
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Calling any type of game 'dead' is a bit rash. The medium has such a broad reach that many types of game can appeal to many types of people now and thus be successful. Although I must say I feel drawn to concise, well crafted 6-8 hour games these days, there's still scope in my gaming diet for something massive, as well as things like sports games that don't truly have an end but I could play for hours.
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I have to say that in a general sense I agree with you in many ways about GTAIV. I found that GTAIV was very much cut from the GTA block; in other words it had scope and ambition and atmosphere, but sometimes it just drove my bloody mental with its mixed delivery of basic good game design.
I think GTA follows a formula something like this. "Huge scope is what GTA is about and that is what sells it. If the devs focus on detail and polish in level design and contruction, they will have less time to spent making content. More content equals more scope, which equals more sales. Less polish of mechanics will likely not make any difference to sales. So scope wins out."
Its a shame, its a poor show when one of the defining feature of a series of games is its apparent inability to get some basic design right..... however.... what GTA does well is its open world building. When you think about what it actually gives you, its really quite extraordinary and unlike any game that has come before it.
In some ways it is like the Sims, with a bit of Morrowind thrown in. You can taxi around the city is you don't feel like driving. Or you can fly a helicopter if you want. It has side missions coming out of its ears, and has some of the best character acting seen in any game EVER (I know others have done a good job in this area in the past, but none of them deal so consistently with soooo many characters). The combat is even passable in GTAIV (which is a damn first for the series).
My point is that in many ways GTA is a huge achievement, and on that basis it might be described as an artistic achievement. Its not perfect, but I suppose it poses the question "Do you want a few things perfectly stitched together... or do you want everything, with a few rought edges?" I'm not sure what my answer would be, 'cos GTA drives me bloody mental sometimes, but at other times it leaves me very impressed.
I am rambling, so I'll stop.
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Okay, I have to admit it, I dislike GTA, not interested in it. Herein likes a point that seems to be missing.
It doesn't matter how much you spend on making a game, for a start if the game is good enough then people will stick with it. But equally, there are people out there that - and this may surprise you - may not like particular genres (for me it's Footie games, pointless and expensive they can go f**k themselves with something sharp!). So you can spend $100 million on whatever game you like, the simple truth of the matter is that there will be a lot of people that WON'T be interested in your product, even if it is the second coming of Jesus H. Christ in data format (please see Wrath of the Lich King for further details).
Secondly, it depends on the type of game. If I buy an RPG, I expect it to last me more than 20 hours or the developer is cheating me. If I buy an FPS, I expect four to five hours of shooting fun. If I buy a party game (dear god I don't! I swear!) I would expect something to dip in and out of every so often when people are around my house - preferrably something that is idiotproof as said visitors are likely to be drunk enough that you wouldn't want them exposed to a naked flame. There is no hard and fast rules, it's up to developers to make games they think work - see Final Fantasy, World of Warcraft and Portal.
Lastly, if a game costs $100 million and sucks it doesn't matter how long, short or well marketed it is, it doesn't matter if there's a leather-clad Regina-type in there and it doesn't matter if one of the guns has an altfire that jerks you off in the midst of combat. It will end up not recouping back it's costs. I truly believe no-one sets out to make a bad game, but stupid things happen.
In short, the market is a lot more complicated and diverse than a lot of people make it out to be - goes for forums posters and people like Spector. Why isn't there room for everything? There are still 3 hour+ movies made. Requires a little more commitment from the audience and they probably know the subject material beforehand but if it's good enough, and engaging enough, everyone is happy. Then the next week they can go shut their brains off for a quick 75-90 minute gunfest. Then maybe next week they can go watch something animated. When the market becomes stale - that's when problems begin, and whilst some genres have been stagnating, there's plenty of life out there yet...
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Change "ball" to "game" and theres the answer.
Also, "only 2% will ever see the end", yes but thats 2% of a MUCH LARGER MARKET. If GTA was half the size, how many would not have bought it? Wouldn't people complain that it was nowhere near as big as the previous versions?
Sorry Warren, I think you're wrong here.
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As I mentioned up at the top of the thread, Warren is just waxing lyrical about the kind of game is is working on right now, and poo pooing the sort of game he sin't working on right now. That is kind of his job these days, which is a shame. As soon as great game creators start doing the PR job instead of just making the game, they tend to annoy people as we are seeing).
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That would be fantastic imo.
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So this is just another stupid comment from an industry leader, and once again it points to a fall in modern gaming unit sales and an increase in retro gaming, something that has actually already started about 2 years ago. I mean look at the grown of X-Box Live or Sony Marketplace, or what about Steam and GOG.com - and of course the 5 million DOSBox downloads are nothing to sneeze at!
Hang onto your old games. Decisions being made by gaming leaders, combined with the supine media that has never stood up to them, is destroying gaming.
One day there will be no one called a 'gamer', you'll be a retro gamer, an indie gamer or a Facebook gamer - because that's all there'll be!