I think there are a lot of different sized/length games to choose from now.
Not all games need to be made short/linear just because some people don't have time to play them.
It's kinda like the same situation where someone say, "I want to play a souls game but I think there needs to be difficulty settings."
More often than not they are told that maybe the Souls games aren't for them and they should choose one of the many other games that does give them that option.
I enjoy playing massive open world games. The last two AC have been my favorites.
Maybe they just aren't for people that want to finish a game in a couple days or a week.
On an enthusiast forum.And yet there are like a dozen people in this thread talking about having beaten a nearly 30 hour game that isn't even a week old.
Every game does NOT need to be BIGGER and longer to enjoy. Its why we saw insurgence of open world games this generation, and less of short 8-15 hour stories.
Gamers though want to be given checklists in open environments to feel something when they play games these days. Sadly I can't see this trend going away anytime soon.
Your first mistake was assuming that long games are bad.That value is tied to hours of content instead of, like, how good that content is...I can't. OMG.
That depends a bit on what you consider playing again. If we think about a sandbox like just cause or Far Cry 4, the open world bases are already kind of "playing again" the basic loop, so it's kinda natural that you wouldn't want to replay that after it's done.I would happily take a 10--15 hour game with lots of replay value over a 20-40 hour game with zero reason to play it again.
I'm not doing that. Instead, it's that $/hr should not be the metric we use to judge games. A bad 5 hour game that costs $10, or "$2/hr," is as bad as a bad 30 hour game that costs $60, also $2/hr. If you have a 5 hour game that is just 5 incredible hours-- like so many games are, of course-- then the idea that you won't pay full price for it because it's not 60 hours long can only be creatively limiting to designers.
You're only supposed to get all the moons if you're a freak though. That had less to do with the price and more to do with facilitating a smooth campaign/postgameUnnecessary bloat is a plague that should be erradicated, it even tarnished franchises that were always almost perfectly paced like Mario. Odyssey could have less than half the moons and it would be a far better game if it did, it didn't need 880 forgettable objectives in a checklist to justify the price tag.
This take is so bad. Hours = Value. Lol
Your take is bad as well. You don't like Skyrim. You like some other games. What is this supposed to prove?This take is so bad. Hours = Value. Lol
I would rather replay something like Metal Gear Revengeance or RE3, 20 times, than play Skyrim once.
I agree. I don't see how some people still clamor for 40+ hour games. I don't think I can do it anymore. Dragon Quest and Persona 5 Royal, while both extremely appealing, have been sitting sealed on my shelf since I bought them. It's just not something I can do anymore.
Or even the same game. Don't people swap games? If I'm on a gaming binge, rarely is it the same exact game.
I agreeOfc execution matters. But I think it's well agreed upon that wide linear is indeed the future. Thing is that, there wasn't really a time where anything but open world games were 12-15 hr affairs. Linear games used to be 6-8 hrs, rarely reaching the 10 hr mark, with tiles like the original TLOU being hefty outliers at 12 hrs. Meanwhile open world games were usually 12 for main campaign, 20 for 100%. We didn't necessarily see the death of linear games entirely, they just evolved with trend of AAA games in general being longer instead of fire and forget in a weekend tier affairs. Especially as more and more devs make AAA rpgs.
And yet there are like a dozen people in this thread talking about having beaten a nearly 30 hour game that isn't even a week old.
The only country in the world where it didn't go up was the US.But prices for games have not gone up for like two decades? PS2 -> X360/PS3 was the last price spike ($50->$60). Budgets on the other hand have ballooned since those times because people want more and more content but with better graphics every new gen.
That value is tied to hours of content instead of, like, how good that content is...I can't. OMG.
I agree. I don't see how some people still clamor for 40+ hour games. I don't think I can do it anymore. Dragon Quest and Persona 5 Royal, while both extremely appealing, have been sitting sealed on my shelf since I bought them. It's just not something I can do anymore.
RE2's a perfect example of short games worth the full price. Really the key here is replay value. You can give me the best damn story ever but I ain't tossing 90$CAD if you don't give me a reason to play a second time.
Hmm, if that's the case I'll likely never play through it.14 hrs into TLOU2 and not even halfway done. Wide linear is the future. 👏
This feels like you are arguing against both sides. You don't want games less than 20 hours, but also think most AAA are a slog to play.I'm not paying £59.99 for a game that will last me less than 20 hours. Prices in the UK/EU are absurd.
If prices come down, I would completely agree with his statement. Far too many AAA games feel like a slog, so I tend to just not bother with them.
Outer worlds is quite the opposite of bloated lol. I'm speaking more of Ubisoft games and Doom Eternal.I honestly struggle to think of a game I've played recently that was "bloated" with filler, except for AC Odyssey, and even there the filler is completely optional.
Out of the 30+ hour games I've played recently, like Disco Elysium, Rdr2, Tlou2, Divinity OS2, Prey, Outer Worlds... nothing felt bloated. Or maybe I can't tell filler anymore, idk.