A lot of people seem to worry/complain that GAAS games like Destiny and possible Anthem will be low on content, especially at the end game state.
It got me thinking that a big single player open world game like Witcher 3 or Assassins Creed Odyssey or Red Dead 2 often has a campaign in the 50-70 hours with side content adding a further 30 hours. Add a good expansion and you can add another 30hours easily.
By contrast Destiny 2 campaign was 10hours and the end game was mostly going over same content/missions (I hugely simplify with Destiny 2 but you get the general point hopefully).
Destiny 2 world also doesn't seem as big as the single player games mentioned above either.
My question therefore and I would certainly appreciate any developers input. Why is it much harder to develop GAAS content vs single player content ? It feels to me that I get more unque content with big single player open world games vs GAAS unique content.
Why couldn't a GAAS game just the something like Witcher 3 but with 3/4 players while increasing the number of enemies and making them suitably bullet spungy (like GAAS).
Why is it that GAAS feels light on content and big RPG's feel overwelming on content ?
What do you think Era ?
Edit: can a Mod please edit the title to "Content: Multiplayer RPG GAAS vs single player RPG GAAS". Not sure how on mobile.
I realise AS:O is GAAS. My question is more focus on the amount of unque content a big GAAS single player game has vs a multiplayer console GAAS like Destiny or Anthem.
It got me thinking that a big single player open world game like Witcher 3 or Assassins Creed Odyssey or Red Dead 2 often has a campaign in the 50-70 hours with side content adding a further 30 hours. Add a good expansion and you can add another 30hours easily.
By contrast Destiny 2 campaign was 10hours and the end game was mostly going over same content/missions (I hugely simplify with Destiny 2 but you get the general point hopefully).
Destiny 2 world also doesn't seem as big as the single player games mentioned above either.
My question therefore and I would certainly appreciate any developers input. Why is it much harder to develop GAAS content vs single player content ? It feels to me that I get more unque content with big single player open world games vs GAAS unique content.
Why couldn't a GAAS game just the something like Witcher 3 but with 3/4 players while increasing the number of enemies and making them suitably bullet spungy (like GAAS).
Why is it that GAAS feels light on content and big RPG's feel overwelming on content ?
What do you think Era ?
Edit: can a Mod please edit the title to "Content: Multiplayer RPG GAAS vs single player RPG GAAS". Not sure how on mobile.
I realise AS:O is GAAS. My question is more focus on the amount of unque content a big GAAS single player game has vs a multiplayer console GAAS like Destiny or Anthem.
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