Posts Tagged‘game length’

The Game Length Conundrum (or Time Flies When You’re Having Fun).

Just over a year ago I wrote a post exploring my own experiences with games of varying length and the gaming community’s views on what constitutes a good game length. At the time I strongly felt that gamers, as a whole, were annoyed with the trend for AAA titles to shoot for shorter lengths, feeling they were being cheated since they were no longer getting the same amount of value as they used to. For me personally the shorter lengths were actually somewhat of a blessing as 20+ hour games, whilst usually quite enjoyable, would take me weeks to finish at my usual rate of play. Thus I tended to favour the slightly shorter games that could be done in a single intense weekend which made titles like Heavy Rain feel far more intense and immersive than they otherwise would have been. 

The last year, for me at least, hasn’t seen my view on game length change much. I still balk at games I know that will take a long time to finish but if the hype and recommendations from friends are good enough I’ll make the investment in them anyway. It probably doesn’t help that I’ve become something of a Starcraft 2 fiend of late which soaks up a good portion of my gaming time which tends to push me towards the sub 10 hour bracket length bracket. Unlike me however it seems the gaming community, or at least some game developers, now believe the trend is towards such shorter titles:

The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. By gamers are paying less money, there’s less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged. This could be particularly beneficial for self-publishing indie developers, they said, who could charge less but gain a larger percentage of sales. 

I usually draw a line in the sand between what I call traditional gamers¹ and those who just play games when it comes to points like those stated above. Social and casual games typically don’t attract traditional gamers (and yes I’m talking out my ass on this, if you have figures to the contrary please share) and I believe the opposite is true for traditional console and PC releases. However with the gamer population seeming to age at a rather rapid rate (it felt like only last year that the average age was 30) there may be a tendency for traditional gamers to trend towards more casual-esque games simply because they can’t afford the same time investment they used to.

As I said in last year’s post the length of the game is usually quite irrelevant to the overall experience. My most recently completed title with 10+ hours of game play, L.A. Noire, was extremely enjoyable for the 22 hours I spent with it. Compare that with say Duke Nukem Forever which made 8 hours feel like 40 and it becomes quite clear that game length, whilst definitely an initial factor in my purchasing decisions, ultimately does little to affect my overall perception of the title. This does mean that I agree with one of the panel’s points though, rarely do I feel short changed now when a game only lasts 10 hours, especially if said game was a complete blast to play. If I’m honest I am spending more on games now than I have done previously (because I’m more honest now than I was back then, if you get my drift), but the price per game is usually a lot less than I used to pay thanks to Steam.

All that being said however I can’t deny the impact that social and casual games are having on the market. I might not partake of many of them myself (although Bejewled on my iPhone claimed a good 10 hours of my life) but an overwhelming number of people have and that tidal wide of people is changing the gaming landscape. Many developers are now realising the potential of the free to play, micro-transaction supported platform and independent game developers now have multiple viable avenues in which to push their wares. All this would appear to be pushing towards shorter, more easily consumed titles. However I personally believe that it will be limited to the non-traditional gamer market as they’re the ones driving the changes. Traditional gamers on the other hand seem to have no problem with longer titles, as long it’s appropriate.

¹Traditional gamers in my definition refers to those of us who would identify as a gamer in the demographic sense. For us traditional gamers it’s part of our identity as we’re involved in the gaming community in some way (whether that’s blog posts like these or being part of a gaming group like a forum or clan) and generally we’ve been gaming for a good portion of our lives. Social and casual gamers don’t tend to fit this mould instead seeing games as something of a distraction in the same vein as TV shows or movies.