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The title is actually a little misleading since a game should be as long as it needs to be. But how long do you prefer your games to be? 5 hours of non-stop action, or an epic 60 hour story with 40+ hours of extra content?
I've discovered that 8-14 hours is the perfect amount for me. I have lots of games I want to play, and after about that time I usually lose interest in the gameplay. I'm playing the first Final Fantasy and it's around 16 hours or so that's good for me, even for a roleplaying game. God of War ended right when it should have, same with Gears of War. When companies advertise "60 hours of gameplay" I wonder how much of that is just padding with no substance just so they can move more copies. I used to think more hours = better game, but I've been burned so many times because I simply can't finish the game before it becomes really boring. FFVII is the exception, I spent around 40-50 hours the first time playing it and another 60 on my second playthrough, a lot of that spent on farming gil for Chocobo racing. It was one of the very few games that held my attention for more than 20 hours.
In order to avoid being a poll thread, give us a reason why you think that length is ideal, which games you thought lasted just as long as they should have or a game that needed to end 20 hours before it did.
All games should last 17.4 hours. Tetris? It should end at that time, if you can make it that long. FF7? It should just end when you cross that time. All games of all types should last the exact same amount of time.
All games should last 17.4 hours. Tetris? It should end at that time, if you can make it that long. FF7? It should just end when you cross that time. All games of all types should last the exact same amount of time.
All games should last 17.4 hours. Tetris? It should end at that time, if you can make it that long. FF7? It should just end when you cross that time. All games of all types should last the exact same amount of time.
A game should be as long as it needs to be, but I know I don't particularily care for games that have arbitrary mechanics that revolve around spendind excessive time with the game, creating a culture of "gaming" where one needs to sever ties with reality to be able to complete the game in a reasonable period of time.
Another important idea is value for time invested, and I find that many things that call themselves RPGs or SRPGS really fail here, as you get a 3 minute monologue for 5 hours of gameplay.
A game should be as long as it needs to be, but I know I don't particularily care for games that have arbitrary mechanics that revolve around spendind excessive time with the game, creating a culture of "gaming" where one needs to sever ties with reality to be able to complete the game in a reasonable period of time.
Another important idea is value for time invested, and I find that many things that call themselves RPGs or SRPGS really fail here, as you get a 3 minute monologue for 5 hours of gameplay.
And that is why, for the past few years, I have tried to avoid JRPGs. I don't know why I should have to put up with bad gameplay to see the occasional awesome cutscene. VII comes to mind, but the story was good enough to ignore it. Random battles and grinding didn't seem like such big flaws when I couldn't put it down.
Zombiemambo on
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
edited April 2008
just like a movie it's more about pacing than length. I can't play games that take longer than 2 hours to start up because I never sit down for more than about 2 hours and if my first session doesn't get me into it, I'm lost forever.
that being said, I loved Tales Of Symphonia (only mention it cause it's the longest game I've ever beaten) and was engrossed the whole way. up until then I thought I couldn't beat a game longer than 20 hours cause that was my standard bailing out point.
so I guess my point is... I don't care as long as they're paced well, but I prefer around 20 hours. It's like a hearty lunch without being a really stuffed-to-the-brim dinner.
For action-oriented games, roughly 8 hours. Excluding sidequests, if any. With few frustrating moments, no backtracking, and no unskippable cinematics. Include a well-balanced higher difficulty mode and co-op for replay value. No online versus achievements. People will play it online if they like it. Instead use the achievements to shore up single-player replay value and help encourage players to buy rather than rent, and keep the game instead of trading it in.
The above instructions should be printed on a card and carried in the wallets of developers, who will then read it during idle moments to ensure it is committed to memory verbatim.
Since over the past few years, I've started playing games in shorter and shorter bursts (with some huge exceptions), I've started to feel that 10-15 is perfect. If you're not sitting down and playing it constantly until you're done, the game feels, to me, to be far longer than it actually is.
However, more recently, I've started playing The Witcher and am only about halfway through it at 20 hours and played Mass Effect constantly and beat it in 30. That's relatively short in the world of RPGs, though not more modern RPGs (discounting JRPGs which tend to be jam packed full of tedious time wasters). But I found that even at that length, they're still incredibly engrossing games.
I don't think it's so much the length as it is how long you can make a game and still keep it full of interesting content. I look at something like Oblivion and find it absurdly boring because while there's so much to do, so little of it feels worth my time. The Witcher, on the other hand, has some grindy boring quests, but the majority seem much more involved and many of them offer insight into the setting the game takes place in or ties into the larger story as a whole. What you do with the length is probably more important than the length itself.
Max Payne 2 can be beaten in seven hours. Thing is, I must have played through that game five times by now. Replayability is far, far more important than how long it takes to get from the title screen to the end credits.
If Max Payne 2 or Resident Evil 4 or Ninja Gaiden or the latest Castlevania were some monstrous fifty hour affair to complete, I wouldn't touch them for a second time. More is less.
The world is badly in need of more games that are only a couple of hours long, and use that couple of hours to do something memorable instead of lots of similar sections.
Portal was a step in the right direction.
Depends on the type of game really. Some games are designed to be open ended and should really give the player as much time as they want to explore.
If the game is more linear, Then it can last as long as it wants as long as it doesn't repeat itself or otherwise go stale.
However, in terms of actual session playing time, I think 20 minutes is ideal.
What I mean by that is 20 minutes between each major in-game milestone. 20 minutes playtime to get through a level for example. 20 minutes to get from the start of something, some sort of arc (could be a storyline arc, or a gameplay arc, or whatever) to the end of it.
I find for me, that's the ideal time. It means I don't get bored, but I can have a quick play session and be satisfied with it because I feel as if I got somewhere, and didn't just spend 20 minutes walking from one place to another or something, I actually got from the beginning of something to it's conclusion.
I think this is what really hooked me on SWAT 4. It was the first game in ages to really get me back into gaming. If you know what you're doing and do everything correctly and succesfully, you get from the start of a level to the end of it in about 20 minutes ( I repeated levels maybe dozens of times or more sometimes, but they had good gameplay design that meant I was never really frustrated with it ). I just feel that 20 minutes is ideal for keeping your attention on something, some concept or some element, without getting bored with it.
Portal of course, is another really obvious example. A total of maybe 2-3 hours long, and each puzzle took maybe 20 minutes of your time max.
Most cartoons, sitcoms, and other stuff get from start to conclusion in around 20-25 minutes as well. As a result they've developed how to keep the experience, short, concise, punchy and engaging for that time period. I think a lot of games could benefit from adopting a similar philosophy.
One of my own personal benchmarks for a linear game is whether it can be speedrun. I know it sounds weird, but if you can get a good speedrun out of it, then I know that the devs have made a game that doesn't waste a lot of the players time. More often than not, I've found that if it's a linear game and you can't get a decent speedrun out of it (and by that I mean DRASTICALLY cut down the game time from a "normal" run), then it usually means that the game is going to make me waste a fair amount of time in between the good gameplay stuff.
Games should be as long as they need to be. I'm always suspicious when i see phrases like "over 40 hours of gameplay" on the back of the box because that often implies lots of boring filler. Being long isn't necessarily a good thing, i mean you'd never see a film advertised as "over three hours long" or a book as "1000 pages of writing".
Ikaruga, Pac-Man: Championship Edition, and Triggerheart Exelica are all fabulous games that can technically be beaten in a few minutes, but I've spent many hours on each because they're games where the goal is to totally master them more than reach an arbitrary ending.
My simple rule of thumb is that the more depth the gameplay has, the longer I'll spend playing it and enjoying it. The many hours I've spent on Civilization IV, Titan Quest, Resident Evil IV, N+, Lumines, and the aforementioned XBLA games are all good examples of this. Games where the gameplay isn't particularly deep, but the story is entertaining, I might play once and then sell or I might not even finish.
Long enough to keep you hooked. Games are like movies, that we act with a controller. For instance, American ganster. Extremely good movie but the middle was boring... like it was stretched out. Games gotta keep you hooked.
My time for games is less now than its ever been, even for portables. So while I do play for short periods of time, I atleast want to feel like I'm achieving something and not just grinding away. So I pretty much agree with everything subedii said *hat tip*
Patapon and GT5P are games that are getting a little on my nerves lately by going against this mentality.
I've gotten up to a boss in Patapon where you're simply not strong enough, and you have to replay previous areas to build up your strength and numbers. The same areas I'd completed earlier. The bad guys are a little stronger, so it doesn't even seem that your "Stronger" army is stronger in real terms at all. I don't like or want to do that.
GT5P is a pretty big offender too. The game pays you such a pittance for completing a race that you have to do it over, and over, and over, typically with the same car, to unlock alot of the nicer fast cars. And then when you finally save up to buy that Dodge Viper GTS and enter it into the American Cup, then the game gives you a big "sorry, you'll need a Ford GT to rank in the top 3" As much as I want to get that Fezza F430, I'm not gonna bother repeating the same define tasks many times to use that car for the same purpose.
Put simply, I don't want to grind though my small play sessions by rehashing things I've done in previous sessions. Throw in something different other than an arbituary and detracting increase in difficulty.
GT5P is a pretty big offender too. The game pays you such a pittance for completing a race that you have to do it over, and over, and over, typically with the same car, to unlock alot of the nicer fast cars. And then when you finally save up to buy that Dodge Viper GTS and enter it into the American Cup, then the game gives you a big "sorry, you'll need a Ford GT to rank in the top 3" As much as I want to get that Fezza F430, I'm not gonna bother repeating the same define tasks many times to use that car for the same purpose.
Put simply, I don't want to grind though my small play sessions by rehashing things I've done in previous sessions. Throw in something different other than an arbituary and detracting increase in difficulty.
That's a trend that I really do hate, and it's something that more often than not puts me off even some of the better RPG's. The whole concept that you need to work before you can get to the fun stuff. You can't have access to the fun things now, you need to spend 3 hours climbing Mt. Doom and then we'll talk. THIS is what they want me to do with my downtime? More work?!
There's a reason that whole MC Chris rant on Kingdom Hearts 4 got as many hits as it did.
I tend to like at least 20 hours of play before I'll feel like I've played a game worth my time investment. I don't mind shorter games necessarily, but I do get ticked when game costs a lot for a short game. If it's gonna be short, it better damn well be priced accordingly. The most recent offender for this in my mind is God of War: CoO for the PSP. Six hours for the main campaign, and maybe 10 hours overall. For $40? Really? Really!?
ironsizide on
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Oo\ Ironsizide
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ZephosClimbin in yo ski lifts, snatchin your people up.MichiganRegistered Userregular
edited April 2008
Well, just assigning an arbitrary game play time to something I think is the wrong way to go about it.
We must look at the game itself, and the pacing of the game.
Portal for example, i had no qualms with it being just a scant 2 hours, worth every damn penny I paid for it. In fact, by the end when you are running through to the final confrontation with GLaDoS it honestly in my opinion could have been a bit shorter. (the final run from "assume the party escort submission position" to GLaDoS was just so out of place compared to the slower, more methodical pace of the game earlier, in my opinion, anywho i digress, this isn't a portal thread after all.)
Mass Effect on the other hand I have no qualms about spending 40 hours doing what I did in that game.
I think the time spent playing the game needs to be engaging, I think you should come away from a good game, and be able to say "yeah I like this part better" or "I wish such and such would have lasted longer" but if you are coming away and there are parts you just really don't care to play (MOTORCYCLE PARTS IN TOMB RAIDER I'M LOOKING AT YOU!) Then they probably could have been left on the cutting room floor.
To me also, price is and it isn't an issue, its hard to explain. If I pay 60 dollars for just an amazing shooter, that just happens to hit all the right buttons, but it only lasts 5 hours, will I really be satisfied?
But by no means do i think we should price games solely based on length (not that I'm assuming thats what you're proposing Ironsizide) I mean really though, there are plenty of 360 games that run shorter than 10 hours and they are going for 60 bucks a pop. (Bioshock being a superb example)
GT5P is a pretty big offender too. The game pays you such a pittance for completing a race that you have to do it over, and over, and over, typically with the same car, to unlock alot of the nicer fast cars. And then when you finally save up to buy that Dodge Viper GTS and enter it into the American Cup, then the game gives you a big "sorry, you'll need a Ford GT to rank in the top 3" As much as I want to get that Fezza F430, I'm not gonna bother repeating the same define tasks many times to use that car for the same purpose.
Put simply, I don't want to grind though my small play sessions by rehashing things I've done in previous sessions. Throw in something different other than an arbituary and detracting increase in difficulty.
That's a trend that I really do hate, and it's something that more often than not puts me off even some of the better RPG's. The whole concept that you need to work before you can get to the fun stuff. You can't have access to the fun things now, you need to spend 3 hours climbing Mt. Doom and then we'll talk. THIS is what they want me to do with my downtime? More work?!
There's a reason that whole MC Chris rant on Kingdom Hearts 4 got as many hits as it did.
I agree completely. Screw that first village section in RE4, if a game is going to be an obnoxious pain early on, I'm not going to bother to play it.
12 hours of single player if the game has multi player depth.
20 if it is purely a single player game
Things start to get obnoxious after 20 hours I think, Mass Effect is the only game I've been able to play solo for that long (or longer).
Dyson on
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ZephosClimbin in yo ski lifts, snatchin your people up.MichiganRegistered Userregular
edited April 2008
So like honestly you guys feel we should just be slapping arbitrary time limits on games?
Edit: I think what i'm getting at here is like, what if a game is 8 hours long, sure its a great game but suffers a few notches in reviews or whatever because of its length...
now take the same game, and add enough content to make it 12 hours, or longer for that matter, but it just so happens to be horrible, for whatever reason... now this game is going to suffer even moreso due to the fact that as opposed to a excellent, yet short experience, its now a longer, decent experience, being dragged down by some unbearable parts.
the reason i bring it up like this is because developers will (obviously) cut stuff thats not up to par with the rest of the game, and I respect the choice to cut it (as i'm sure anyone who would rather not play shitty stuff would), maybe shortening the game overall, yet at the same time increasing the quality of the game.
Quality Over Quantity, yes, yes.
Zephos on
Xbox One/360: Penguin McCool
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BarcardiAll the WizardsUnder A Rock: AfganistanRegistered Userregular
edited April 2008
prof random numbers guessing to the rescue?: shooters should last around 15 hours and have replay value of at least 5 replays within 5 years
to me anyway
but they dont...
basically what i am saying is that its a rip off to pay 60$ for a 5 hour long shooter where i am expected to play multi player and if i dont i am a horrible person because i am not the hardcorz
rpgs sould be 80+ hours the first play thru
or another thought, a game that is full price should last about two weeks of play time for a normal person that works, goes to school, goes out, etc... ie someone that plays about 1-2 hours each night. Like a complete season of a good TV show.
15-20 hours is a good minimum for single player console games, IMO. I tend towards longer games anyway, like 40+ hour RPGs. If a game is under 10 hours and it's not a portable game, it's a rental. Not to say short games are bad, but if I'm paying $60 for a game then I want it to entertain me for more than a day, so it'd better have a ton of replay value if it's not that long.
But with that said, 100+ hours is pretty excessive for a single player game, even if it does involve a ton of extra side-stuff.
A game should be long enough to feel like you actually completed a game when you finish it, and not drag on too long.
For example:
Halo 1 - way too fucking long, repeating levels didn't help
Halo 2 - ended before it got going (cliffhanger or not)
Halo 3 - just about right
Another game I can think of that had 'epic' length was Tales of Symphonia. It was 80 hours long, but it didn't feel like it had any filler to reach that. And in a rarity in JRPGs, the ending didn't piss me off, so I didn't feel like those 80 hours were a waste.
But then you can consider multiplayer games - i think I logged just under a thousand hours in Halo 2 - but that's more of a replayability issue and not a length issue.
Assassin's Creed was too long. We ended up doing the same things over and over, hearing different people say the same lines. If it were half as long, I would have enjoyed it the whole time.
Bioshock was too long. The enemies stopped getting interesting, and instead just got double hitpoints. Not to mention the falling action of the story was weak.
COD4 is a great length. It's short enough for the player to stomach the respawning enemies and garbage like that. If it were much longer it would have just gotten painful. It also threw in things like the AC130 mission to really shake things up.
Devil May Cry 3 is close to perfect. If the player doesn't go back and farm, it provides just enough enemies for you to max out the level of 2 out of the 4 combat styles. The player will feel accomplished that he reached the end of that skill tree, and then encouraged to go back and learn Gunslinger and Royalguard. Not to mention the ending of the game was extraordinarily satisfying.
Ninja Gaiden is interesting. My first time through was about 22 hours. I played it again on the 360 (so I had to go back to Normal difficulty) and i beat it within 8 I think. Again, like DMC, the game doesn't provide you with enough to accomplish EVERYTHING there is in the game-- unless you farm UT like madness, you won't be able to try out absolutely everything. At least not the Unlabored Flawlessness.
My rule of thumb is generally I want at least 1 hour of gameplay for each dollar I spent on the game. However, for really good games, say Super Mario Galaxy quality, I'd be willing to settle for 20 hours of gameplay before i am done with the game (either bored with or completed it). Otherwise the game just doesn't seem worth it. The only game I can presently thing of that was disappointing in this way for me was Luigi's Mansion for the GC. It was an entertaining game, but I beat it in about 8 hours and it had just about no replay value (same puzzles over again present no challenge even if it can be played on a harder setting).
This of course is for number of hours interested in the game. Some games have a shorter playthrough (NES platformers, Sonic games, etc) but have lots of replay value that keep you playing that short-form game for hours after you've already completed the main objectives.
Posts
Good lord.
Then again, I spent over 40 days collectively in WoW, so I shouldn't be saying anything.
The answer is still 17.4 hours. Precisely.
Another important idea is value for time invested, and I find that many things that call themselves RPGs or SRPGS really fail here, as you get a 3 minute monologue for 5 hours of gameplay.
猿も木から落ちる
And that is why, for the past few years, I have tried to avoid JRPGs. I don't know why I should have to put up with bad gameplay to see the occasional awesome cutscene. VII comes to mind, but the story was good enough to ignore it. Random battles and grinding didn't seem like such big flaws when I couldn't put it down.
that being said, I loved Tales Of Symphonia (only mention it cause it's the longest game I've ever beaten) and was engrossed the whole way. up until then I thought I couldn't beat a game longer than 20 hours cause that was my standard bailing out point.
so I guess my point is... I don't care as long as they're paced well, but I prefer around 20 hours. It's like a hearty lunch without being a really stuffed-to-the-brim dinner.
The above instructions should be printed on a card and carried in the wallets of developers, who will then read it during idle moments to ensure it is committed to memory verbatim.
However, more recently, I've started playing The Witcher and am only about halfway through it at 20 hours and played Mass Effect constantly and beat it in 30. That's relatively short in the world of RPGs, though not more modern RPGs (discounting JRPGs which tend to be jam packed full of tedious time wasters). But I found that even at that length, they're still incredibly engrossing games.
I don't think it's so much the length as it is how long you can make a game and still keep it full of interesting content. I look at something like Oblivion and find it absurdly boring because while there's so much to do, so little of it feels worth my time. The Witcher, on the other hand, has some grindy boring quests, but the majority seem much more involved and many of them offer insight into the setting the game takes place in or ties into the larger story as a whole. What you do with the length is probably more important than the length itself.
Although, if anything goes beyond 50 hours I doubt my interest would last long enough to finish it.
猿も木から落ちる
If Max Payne 2 or Resident Evil 4 or Ninja Gaiden or the latest Castlevania were some monstrous fifty hour affair to complete, I wouldn't touch them for a second time. More is less.
Portal was a step in the right direction.
If the game is more linear, Then it can last as long as it wants as long as it doesn't repeat itself or otherwise go stale.
However, in terms of actual session playing time, I think 20 minutes is ideal.
What I mean by that is 20 minutes between each major in-game milestone. 20 minutes playtime to get through a level for example. 20 minutes to get from the start of something, some sort of arc (could be a storyline arc, or a gameplay arc, or whatever) to the end of it.
I find for me, that's the ideal time. It means I don't get bored, but I can have a quick play session and be satisfied with it because I feel as if I got somewhere, and didn't just spend 20 minutes walking from one place to another or something, I actually got from the beginning of something to it's conclusion.
I think this is what really hooked me on SWAT 4. It was the first game in ages to really get me back into gaming. If you know what you're doing and do everything correctly and succesfully, you get from the start of a level to the end of it in about 20 minutes ( I repeated levels maybe dozens of times or more sometimes, but they had good gameplay design that meant I was never really frustrated with it ). I just feel that 20 minutes is ideal for keeping your attention on something, some concept or some element, without getting bored with it.
Portal of course, is another really obvious example. A total of maybe 2-3 hours long, and each puzzle took maybe 20 minutes of your time max.
Most cartoons, sitcoms, and other stuff get from start to conclusion in around 20-25 minutes as well. As a result they've developed how to keep the experience, short, concise, punchy and engaging for that time period. I think a lot of games could benefit from adopting a similar philosophy.
One of my own personal benchmarks for a linear game is whether it can be speedrun. I know it sounds weird, but if you can get a good speedrun out of it, then I know that the devs have made a game that doesn't waste a lot of the players time. More often than not, I've found that if it's a linear game and you can't get a decent speedrun out of it (and by that I mean DRASTICALLY cut down the game time from a "normal" run), then it usually means that the game is going to make me waste a fair amount of time in between the good gameplay stuff.
My simple rule of thumb is that the more depth the gameplay has, the longer I'll spend playing it and enjoying it. The many hours I've spent on Civilization IV, Titan Quest, Resident Evil IV, N+, Lumines, and the aforementioned XBLA games are all good examples of this. Games where the gameplay isn't particularly deep, but the story is entertaining, I might play once and then sell or I might not even finish.
Steam ID : rwb36, Twitter : Werezompire,
*rim shot*
Yes, I know. That was awful.
RPGS -- around 25 hours of solid gameplay/story without getting excessive.
Sims, strategy, etc -- a looong time.
Patapon and GT5P are games that are getting a little on my nerves lately by going against this mentality.
I've gotten up to a boss in Patapon where you're simply not strong enough, and you have to replay previous areas to build up your strength and numbers. The same areas I'd completed earlier. The bad guys are a little stronger, so it doesn't even seem that your "Stronger" army is stronger in real terms at all. I don't like or want to do that.
GT5P is a pretty big offender too. The game pays you such a pittance for completing a race that you have to do it over, and over, and over, typically with the same car, to unlock alot of the nicer fast cars. And then when you finally save up to buy that Dodge Viper GTS and enter it into the American Cup, then the game gives you a big "sorry, you'll need a Ford GT to rank in the top 3" As much as I want to get that Fezza F430, I'm not gonna bother repeating the same define tasks many times to use that car for the same purpose.
Put simply, I don't want to grind though my small play sessions by rehashing things I've done in previous sessions. Throw in something different other than an arbituary and detracting increase in difficulty.
That's a trend that I really do hate, and it's something that more often than not puts me off even some of the better RPG's. The whole concept that you need to work before you can get to the fun stuff. You can't have access to the fun things now, you need to spend 3 hours climbing Mt. Doom and then we'll talk. THIS is what they want me to do with my downtime? More work?!
There's a reason that whole MC Chris rant on Kingdom Hearts 4 got as many hits as it did.
12 hours.
Good multiplayer games?
170+ is what its looking like.
Oo\ Ironsizide
We must look at the game itself, and the pacing of the game.
Portal for example, i had no qualms with it being just a scant 2 hours, worth every damn penny I paid for it. In fact, by the end when you are running through to the final confrontation with GLaDoS it honestly in my opinion could have been a bit shorter. (the final run from "assume the party escort submission position" to GLaDoS was just so out of place compared to the slower, more methodical pace of the game earlier, in my opinion, anywho i digress, this isn't a portal thread after all.)
Mass Effect on the other hand I have no qualms about spending 40 hours doing what I did in that game.
I think the time spent playing the game needs to be engaging, I think you should come away from a good game, and be able to say "yeah I like this part better" or "I wish such and such would have lasted longer" but if you are coming away and there are parts you just really don't care to play (MOTORCYCLE PARTS IN TOMB RAIDER I'M LOOKING AT YOU!) Then they probably could have been left on the cutting room floor.
To me also, price is and it isn't an issue, its hard to explain. If I pay 60 dollars for just an amazing shooter, that just happens to hit all the right buttons, but it only lasts 5 hours, will I really be satisfied?
But by no means do i think we should price games solely based on length (not that I'm assuming thats what you're proposing Ironsizide) I mean really though, there are plenty of 360 games that run shorter than 10 hours and they are going for 60 bucks a pop. (Bioshock being a superb example)
I agree completely. Screw that first village section in RE4, if a game is going to be an obnoxious pain early on, I'm not going to bother to play it.
20 if it is purely a single player game
Things start to get obnoxious after 20 hours I think, Mass Effect is the only game I've been able to play solo for that long (or longer).
Edit: I think what i'm getting at here is like, what if a game is 8 hours long, sure its a great game but suffers a few notches in reviews or whatever because of its length...
now take the same game, and add enough content to make it 12 hours, or longer for that matter, but it just so happens to be horrible, for whatever reason... now this game is going to suffer even moreso due to the fact that as opposed to a excellent, yet short experience, its now a longer, decent experience, being dragged down by some unbearable parts.
the reason i bring it up like this is because developers will (obviously) cut stuff thats not up to par with the rest of the game, and I respect the choice to cut it (as i'm sure anyone who would rather not play shitty stuff would), maybe shortening the game overall, yet at the same time increasing the quality of the game.
Quality Over Quantity, yes, yes.
to me anyway
but they dont...
basically what i am saying is that its a rip off to pay 60$ for a 5 hour long shooter where i am expected to play multi player and if i dont i am a horrible person because i am not the hardcorz
rpgs sould be 80+ hours the first play thru
or another thought, a game that is full price should last about two weeks of play time for a normal person that works, goes to school, goes out, etc... ie someone that plays about 1-2 hours each night. Like a complete season of a good TV show.
But with that said, 100+ hours is pretty excessive for a single player game, even if it does involve a ton of extra side-stuff.
Do... Re... Mi... So... Fa.... Do... Re.... Do...
Forget it...
Professor Layton was a perfect length, with enough to do after you've finished to keep me coming back.
For example:
Halo 1 - way too fucking long, repeating levels didn't help
Halo 2 - ended before it got going (cliffhanger or not)
Halo 3 - just about right
Another game I can think of that had 'epic' length was Tales of Symphonia. It was 80 hours long, but it didn't feel like it had any filler to reach that. And in a rarity in JRPGs, the ending didn't piss me off, so I didn't feel like those 80 hours were a waste.
But then you can consider multiplayer games - i think I logged just under a thousand hours in Halo 2 - but that's more of a replayability issue and not a length issue.
Assassin's Creed was too long. We ended up doing the same things over and over, hearing different people say the same lines. If it were half as long, I would have enjoyed it the whole time.
Bioshock was too long. The enemies stopped getting interesting, and instead just got double hitpoints. Not to mention the falling action of the story was weak.
COD4 is a great length. It's short enough for the player to stomach the respawning enemies and garbage like that. If it were much longer it would have just gotten painful. It also threw in things like the AC130 mission to really shake things up.
Devil May Cry 3 is close to perfect. If the player doesn't go back and farm, it provides just enough enemies for you to max out the level of 2 out of the 4 combat styles. The player will feel accomplished that he reached the end of that skill tree, and then encouraged to go back and learn Gunslinger and Royalguard. Not to mention the ending of the game was extraordinarily satisfying.
Ninja Gaiden is interesting. My first time through was about 22 hours. I played it again on the 360 (so I had to go back to Normal difficulty) and i beat it within 8 I think. Again, like DMC, the game doesn't provide you with enough to accomplish EVERYTHING there is in the game-- unless you farm UT like madness, you won't be able to try out absolutely everything. At least not the Unlabored Flawlessness.
This of course is for number of hours interested in the game. Some games have a shorter playthrough (NES platformers, Sonic games, etc) but have lots of replay value that keep you playing that short-form game for hours after you've already completed the main objectives.