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Reader Comments (18)

Posted: Mar 13th 2011 1:37PM McSmack said

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Will you be sporting your pajamas there too?

Posted: Mar 13th 2011 1:46PM PointlessPuppies said

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I definitely think it's all about the value. Sometimes, some games are so gripping and well-designed that after I finish the game I think "really? It really just took 6 hours? I could've sworn it felt longer".

I think people who say a game is "too short" don't have this issue pinned down well just yet. In reality, what they want to say is that the content is too thin, not that the game length is short. 8-10 hour games can feel short if the content is thin, spread out, and doesn't truly utilize the game's basic mechanics to their full potential, whereas other 8-10 hour games are fine if they really squeeze the engine to deliver a game that's fun every second of gameplay.

That's not to say I want bombastic, turn-it-up-to-11-all-the-time campaigns (*glares and Black Ops*). It has to be well paced, but gameplay-wise, people really don't mind if a game is short as long as the minute-to-minute gameplay is top notch.

That's why I think developers need to start moving away from AAA $60 titles with 60 hour gameplay. Let's face it, as good as Red Dead Redemption was, there WAS a lot of filler content, and we all know how expensive it is to make games these days. I'm not saying we shouldn't have games like Mass Effect and RDR, I'm saying not EVERY game needs to launch at $60 and not EVER developer should feel the need that they ought to pack their games full of filler content to justify the $60. Just scale the games back, make maybe an 7-10 hour campaign (WITH NO MULTIPLAYER) and charge $20. I GUARANTEE you that the folks like me (who really don't have the time to play 60 hour epics anymore) will dig this game. Keep the 60 hour epics, of course, just don't blow off all kinds of budget and shoehorn crap like superfluous multiplayer just to justify a $60 price tag.

Posted: Mar 13th 2011 2:37PM TheDarkWayne said

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@PointlessPuppies I know what you're getting at, presumably cases like Bioshock 2 or The Darkness having multiplayer tacked on seemingly to the detriment of the singleplayer, but I think RDR had really excellent multiplayer that offered a kind of experience you really can't get close to outside of GTA 4
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Posted: Mar 13th 2011 1:58PM Pure Black World Tendency said

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People will always find something to complain about.

Like for instance my comment here, where I'm complaining about people complaining.

Posted: Mar 13th 2011 2:06PM Epoque said

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I read the title and thought this was going to be a panel about the 'PAX East logo' for a second.

Needless to say, I'm disappointed. You couldn't bottle my excitement for a four hour panel discussing the length and girth of the logo, and the price it was commissioned for.

Posted: Mar 13th 2011 2:19PM R Planteer said

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I guess for me it depends on the experience, I'm willing to toss down $60 for a brand new entertaining experience, like Mirror's Edge or WET, even if its really short. On the other hand, if either of these games got a sequel, I would expect it to be longer than the orginial, because that first time charm is gone now. I sorta view these games as an experiment by the developer to see if people would like it. People liked Mirror's Edge, so it's time to give us a bigger package of it.

My favorite game of all time is probably Morrowind, which is probably also one of the longest games of all time. I must have put over 300 hours into my character and I still never did everything that game had to offer. On the otherhand, I spend around 130 hrs on Oblivion, and completed EVERY quest & DLC it had. Length doesn't have to be important, but you better have a really, really engaging experience or a fun, unique idea if you want to sell a 6 hour game at a $60 price tag.

My general rule of thumb for games is "$1=1 hour of entertainment." If a game meets or beats this, then I consider it a great value. My last game purchase was Dragon Age 2, which I snagged for $48 on a Direct2Drive sale, and i expect it to meet this formula.

Posted: Mar 13th 2011 2:39PM TheDarkWayne said

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@R Planteer someone should come up with a unit for this. We could call it...funbucks.
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Posted: Mar 13th 2011 3:01PM BananaBoat said

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@TheDarkWayne - What are you doing in that picture? It looks like smoke trails coming out of your mouth.

Also, I second "Fun Bucks". I'd also like to add "Fun Buck Quotient" to the zeitgeist, as a measure of a games Fun Buck value. On the larger scale, a nations yearly contribution of Fun Bucks will be termed "GDFB" or "Gross Domestic Fun Bucks". If a nation takes in more Fun Bucks than it produces (I'm looking at you; France) it will be said that they have a "Fun Buck Deficit". If they go into a Fun Buck Recession, the International Fun Buck Fund, will bail them out.

Ok I'll stop now.
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Posted: Mar 13th 2011 3:08PM liquidsoap89 said

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@R Planteer

I'm not really sure I agree with a "$1=1 hour" rule... Half Life 2 is my favorite game of all time, but I can beat it in about 5 hours. Sure I've played it more than once, but even then I doubt I've spent 50+ hours in it. And yet I still believe I've gotten more value from that game than from pretty much any other game I've ever bought (it also helps when you buy something like the orange box and get 5 games :D ...).

To me the length almost never factors into the value of a game because if I have more fun with a shorter game (like Half Life or God of War) than with a longer game (like Fallout 3 or Final Fantasy), than I feel I made a better purchase with the shorter game.

But of course, there are the odd games where their length cant help but make for a better value, like Mass Effect, Final Fantasy, or Metal Gear Solid.
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Posted: Mar 13th 2011 8:13PM TheDarkWayne said

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@BananaBoat I am holding Catwoman's baby as it makes adorable baby noises.

In addition to the national rating, we could just display the FBQ on the back of a games box. For instance, right next to the ESRB rating for Bad Company 2 it might say "This game has 20 metric funbucks" whereas the box for Two Worlds could say "-10 funbucks"
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Posted: Mar 13th 2011 8:51PM BananaBoat said

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@TheDarkWayne - She cheated on you?

Two Worlds "So bad, it will take ten funbucks from you"
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Posted: Mar 13th 2011 2:33PM Breakdown said

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Is this really a topic that needs to be covered again? It feels like a train that I can't get off.

There are crappy 6 hour games and there are crappy 60 hour games. But if you have a game you REALLY enjoy, are you wrong for wanting it to go on for awhile? I've played great 6 hour games, and never have I thought "Boy that was AWESOME! I'm glad there isn't another level or two to enjoy, I've had too good of a time playing!".

To get to the heart of the topic you have to compare oranges to oranges. If you were at a store and they had a normal version of Mass Effect 2 for $20, and right next to it was the collectors edition with all the DLC included on the disc for $20, which would you buy? Obviously most people would buy the one with more content.

Posted: Mar 13th 2011 2:57PM BananaBoat said

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I can't remember which podcast it was, but one of the ones I listen to brought up an interesting argument this week: When a game like Angry Birds costs $1 and lasts far longer than most of the games that come out for $60 on the consoles, publishers and developers have to really justify their games like never before. I know that isn't exactly what this panel is discussing, but it is in the same ballpark. When you are developing a thirty or forty million dollar game, and it turns out to have less length than a game that probably didn't cost a million, it suddenly becomes difficult to explain to your customers why your game doesn't offer more content. I know that most of us understand the costs related to development on the current gen consoles, but do kids? If a kid is looking for a game to play, and he can get thirty plus games on his iPhone compared to one game on his 360, which is he going to choose?

That kind of brings us back around to Iwata's point from his keynote, that platforms like iOS are a real threat to gaming, because no one is really curating the content on those platforms. At this point, Apple surely doesn't care about the quality of the games, as much as it does the quantity. Getting a new generation that is used to cheap experiences, hooked onto the longer, more expensive experiences all of us are used to, could become a challenge.

For me, the experience is what matters. Ico may only last a few hours (now that I know all the puzzles and everything), but I still value it over some games that last ten times as long (like FFXIII). Some games get lost in trying to provide time as value, and end up with situations like Red Dead Redemption (the Mexico portion particularly) where the content just keeps dragging on, far after you're ready for it to end. The sad truth is that there are developers that have never, and will never, deliver anything that can stand on its own as a unique experience, and for them, sheer length is always going to be the goal.

Posted: Mar 13th 2011 3:04PM BananaBoat said

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@BananaBoat - And by "not exactly what this panel is discussing" I meant "exactly what this panel is discussing". I'm going in for an eye appointment tomorrow. I've never worn glasses in my life, but I think my vision can now be classified as "borked".
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Posted: Mar 13th 2011 3:43PM Acosta02 said

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@BananaBoat

"At this point, Apple surely doesn't care about the quality of the games, as much as it does the quantity."

Eh? It's not like Apple's making the games, nor is this anything different than, say, Nintendo allowing shovelware on their system.

That said you are right about cheaper longer-lasting games spurring people into making longer games, but once that happens we'll run into the "thin content" problem mentioned above.
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Posted: Mar 13th 2011 4:22PM BananaBoat said

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@Acosta02 - I should have clarified. I meant that the barrier to entry on the iOS platform is so low, and the standards for what constitutes a "game" so lax, that almost anyone can put out cheap, awful content. For every Angry Birds, there are a thousand junky poker games, fart games, and every other imaginable sort of "game". On the Wii, most of that content is relegated to Wiiware, which almost no one cares about (or visits) anyway. The Wii shovelware at retail looks like gold compared to the garbage that comes out for the mobile platforms, and it has everything to do with how cheap and easy it is to get a game out for the iOS (or android) platforms.

For its part, Apple (and Google) has welcomed this. As long as something is "functioning" (in the loosest sense) and it doesn't harm your phone, it gets passed. Their goal is to have as many games as possible, and not to have as many great games as possible. The quality of the games as a whole doesn't matter much to them, as long as they can point to a handful of standouts. By comparison, the guidelines for getting anything on the Wii platform (or the 360, or the PS3) are extremely stringent, which keeps out the truly abominable games, as well as any games that steal your data (which is all too frequent on the mobile platforms. $1 gets you a game, and a data mining application).

I don't think the console space has to worry about iOS games (and pricing) any time soon, but the mobile space definitely has to worry. I don't know about anyone else here, but my mobile gaming has pretty much switched exclusively to my iPhone. The cost of games on the NDS and PSP compared to the iPhone is certainly a factor, but quite frankly, I just don't feel the need to carry around an extra device anymore. Angry Birds, Cut the Rope, and many more similar games are enough to occupy the short bursts of free time I have when I'm not at home.

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Posted: Mar 13th 2011 6:03PM (Unverified) said

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Console space should rightly be worried, amongst my gamer friends with iOS devices, most only commit to a handful of AAA titles a year and do the rest of their gaming on iOS, where as previously they would pick up a few more full price titles on the whim. More are converting. Sure none of the games are particularly good, but for the price of a coke you can waste away an afternoon and there's the occasional gem that is an absolute steal at the price point. Wii owners seem to be particularly affected, maybe it's the overlap of the casual market, but if you're gaming alone it's easier to sit back and flick around on the touch screen/

Posted: Mar 13th 2011 7:26PM wcarnation said

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Why can't we have both?

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