Steagony said:
I actually played Xenogears again recently, back in the fall on my PSP. Being far more knowledgeable about games, game design, and game development than I was when I originally played it back in the day I could see it in a new light for what it really was. Disc 2 wasn't filler my friend, rather it was simply just UNFINISHED!
The game was probably only 70% complete. While playing through disc one, from a design perspective you could break down the story into a sequence of chapters or story arcs. From a story perspective disc 2 continues this trend, and I full believe there was intended to be another 30-40 hours of gameplay in there. At some point though you gotta think the development team had to sit down and say holy shit we already have 50-60 hours of game time on disc one alone and we're going over budget, how can we salvage this? And from this was born the infamous Xenogears second disc, where the simply give up and start narrating the game to you. From the figuring out what to do next, story sequences, dungeons, even boss battles, if it wasn't already completed they just jumped from scene to scene narrating what happened.
Anyways, for the OP topic, it's actually a really divisive question. What's a pointless game-lengthening scheme to one person is good game design to another. I mean on the first page someone complained about walking, everything from crossing from city to city in a Bethesda game to walking between stores... all I can say to that is **** you man I like exploration games where you have to walk everywhere! For the poll itself I picked the grinding option, but this is basically the backbone of a Blizzard RPG which millions of people love.
The other popular option is backtracking, but in my opinion this can be a conscious design choice that can be difficult to pull off but really effective when done right, Super Metroid or Metroid Prime are perfect examples, but people who don't like it regardless will apply a negative to these games because of 'backtracking'. I hate it when people argue against Metroid on this, Metroid wouldn't be Metroid if the levels didn't interconnect, which naturally requires backtracking.