10 hourish games are perfect for renting. so i will rent that sniper elite V2,, i think i got that name wrong.
The story is fine and dandy. If a story couldn't last more than 10 minutes, it shouldn't. The game does need to be priced according to its length however. I do not consider the story to be the only quantifier of length. The time spent replaying the title, or multiplayer, etc, does count. I'm not playing $60 for a 10 minute, linear story, with no replayability.Bocaj2000 said:People who complain about linearity don't know what linearity is.
Anything is acceptable as long as it fits.
-Game length is irrelevant. If the experience is best portrayed in 10 minutes, it should be told in 10 minutes... Time is a tool to be used, not a judgment of worthiness.
-Linearity is a design choice as well.
...the player controls specific actions that could otherwise be told through narrative.
Desperate? I just counted the large games off the top of my head. I could go back another year and count Skyrim, Batman: AC, Dead Space 2, Portal 2, Dark Souls.WhiteTigerShiro said:So you have to list... (Edit: In no particular order, mind)CityofTreez said:Sleeping Dogs, Dishonored, Borderlands 2, Hitman, Far-Cry 3, The Walking Dead, Mass Effect 3...WhiteTigerShiro said:So either way you slice it, today is a very sad time for single player content in the Triple-A market. If you want a good single player game, stick to the indie market, or play yesterday's Triple-A games.
What more do you want?
a GTA clone that's barely deserved mention before this moment
a game that was designed for multiplayer and just lets you play alone if you want
a game that made headlines for disappointing its fanbase
a game that's barely been out for more than a couple weeks
and a game that's so new I honestly had to look it up because I didn't even know if it was out yet (it's been out for a few days, apparently)
Oh, and a game that, while not quite indie, isn't a Triple-A title...
... That's how desperate you were for games to try and disprove that statement about the state of single player games in the Triple-A market today. Just saying.
As for Dishonored, it's called the exception that proves the rule [http://en.wikipedia.org/wiki/Exception_that_proves_the_rule]. So yeah, great. You got one non-multiplayer-based game that's generally considered to be a great game for this entire year, and a couple newer titles that may or may not stand up to the test of time after the initial release hype dies down. So to answer your question about what more I want... how about more than a few good games per year that I don't need a group of people to enjoy?
But I guess that's what the indie market is for.
I'd rather pay for quality than quantity. If those 10 minutes are the most gripping, emotional, beautiful, and personal 10 minutes of my life, you are damn straight I'd pay a high price for that piece of art.Monster_user said:The story is fine and dandy. If a story couldn't last more than 10 minutes, it shouldn't. The game does need to be priced according to its length however. I do not consider the story to be the only quantifier of length. The time spent replaying the title, or multiplayer, etc, does count. I'm not playing $60 for a 10 minute, linear story, with no replayability.Bocaj2000 said:People who complain about linearity don't know what linearity is.
Anything is acceptable as long as it fits.
-Game length is irrelevant. If the experience is best portrayed in 10 minutes, it should be told in 10 minutes... Time is a tool to be used, not a judgment of worthiness.
-Linearity is a design choice as well.
...the player controls specific actions that could otherwise be told through narrative.
The more linear the gameplay is, the longer the game should be. The shorter the narrative, the more you need to depend on non-narrative elements that allow for greater replayability. Some elements of a game are only satisfying the first time they are ecountered, other elements are fun no matter how many times they are encountered.
A game with less than a 10 hour narrative, with no multiplayer, no open world, no multiple paths, no easter eggs, is not just short, it is painfully short. The gameplay of such a title has to be of the sort that is fun every play through. Fighting games come to mind, but they are really multiplayer games. Platformers, or other retro style titles seem to be champions of the 10-minute narrative, with 200+ hours of replayability.
Maybe you will, but I will not. For me to consider a game quality, it has to meet both your quality metric, and be long enough to waste enough of my time to be worth investing my money in.Bocaj2000 said:I'd rather pay for quality than quantity. If those 10 minutes are the most gripping, emotional, beautiful, and personal 10 minutes of my life, you are damn straight I'd pay a high price for that piece of art.Monster_user said:The game does need to be priced according to its length however. I do not consider the story to be the only quantifier of length. The time spent replaying the title, or multiplayer, etc, does count.
Like you, I value quality. I don't enjoy grinding, or several other padding methods. I don't want to outright declare them as not adding length, but I wouldn't include them.Bocaj2000 said:Also, what you're demanding with length can be very dangerous. If the game is less than 10 hours long but the quota is 30 hours, then game devs are encouraged to insert the illusion of time such as the need for grinding, retracking, and other delaying elements. This will make people want to put the game down before finishing.
Manipulative tactics: Unlockable characters are not necessarily "manipulative", in most games you choose your character from the beginning, and half to play through as that character through to the end. Making a character unlockable merely means choosing the order for you. If you were referring to the fighter/brawler tactic of requiring x number of plays/hours to unlock a character, then that is subjective. If the game is fun then you would likely put in x number anyway.Bocaj2000 said:Lastly, you keep bringing up "replayability." What gives replayability? I think that you are throwing that word around without knowing how it is achieved. Replayability is generally a matter of opinion or in other cases a matter of manipulation. The opinion portion is due to elements that draw specific people based on subjective interests in such as customization, character classes, weapon variety, perfection, etc. I say this because I don't give a shit about Mario speedruns, but I have played through every single Mass Effect class. You might be thinking of manipulative tactics such as unlockable-through-gameplay items; this includes characters, costumes, best weapons, etc.
I don't expect everything to be The Witcher, or Dragon Age, just have it priced accordingly.Bocaj2000 said:I would go as far as to argue that the longer a game is, the less repayable it is. If I love the ending to Lost Odyssey, I'd have to get through four DVDs worth of gameplay to see it. Same goes for Mass Effect 2. Compare to the highly praised Spec Ops: The Line. This game is 6 hours long. Alan Wake: American Nightmare takes 4 hours. Not everything has to be The Witcher or Dragon Age.
I would say my personal limit for when I consider a game to be short is around the 24 hour mark. Not that that's a bad thing depending on the game and how much I paid for it, but that's my limit.shrekfan246 said:let's pretend this is the first post instead of another one I grabbed and then snipped
Fixed that for you.s69-5 said:15 to 20 hours is pathetically short for an RPG.
Those two points aren't exactly joined in any ways69-5 said:Daystar Clarion said:Fixed that for you.s69-5 said:15 to 20 hours is pathetically short for an RPG.
Not every genre can slow burn with content for hundreds of hours ¬_¬A pointless fix is pointless...15 to 20 hours is pathetically short.
But I also play RPGs.
Or did you not read the whole post Daystar?