Susan Arendt said:
Penguinplayer said:
Why does every artistic game must be short?
It was like that with Flower, Journey, Datura and now The Unfinished Swan. I wonder if it's like that with Papo & Yo too, but I haven't played it yet.
Many AAA games would be considered artistic - or at least more powerful - if they didn't pad their gameplay to reach arbitrary time goals to make the experience "worth" buying. Shorter is often better when you're trying to deliver a very specific emotional resonance with a game, or craft a very particular experience.
It's also true that most so-called "artistic" games are made by smaller devs that just plain don't have the resources for a 20 hour game.
Plus, there's the simple fact that you cannot spend that lengthy a period of time in one sustained mood. The sense of wonder and amazement at the world around you works for a couple of hours, but after a while a person craves emotional variety in their experience - a joke, a scare, rage, sorrow, or a anything other than wonder.
Team Ico are basically the only people I can think of who can sustain that sense of awe and wonder for slightly longer, and even then their games are on the short side - Ico was famously about 4 hours long.