How do you feel about the shorter lifespan of various games?

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grandacemaster

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#1 grandacemaster
Member since 2010 • 111 Posts

Well it does make me angry to me in two ways,

i would like to play more.

i would have not have spend any time let alone money to play a short (great or good) game.

like those 15 mission fps games of tom clancy or other average fps or other genre's games which are shorter, i hate shorter span games. Especially when we consider if one has shorter time play on daily average basis.

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outworld222

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#2 outworld222
Member since 2004 • 4660 Posts

I completely agree. I mean...I like to spend half a year on a game!!! Somehow someway. I like to spend months and months just lookng into things. Games nowadays.:roll:

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speedfreak48t5p

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#3 speedfreak48t5p
Member since 2009 • 14491 Posts

Quality beats quantity.

You can still find huge games out there with tons of value. Mass Effect, Call of Duty 4, Halo Reach, The Orange Box, Fallout 3, Red Dead Redemption, Burnout Paradise, Forza 3, Grand Theft Auto 4, Super Mario Galaxy 1 and 2, LittleBigPlanet, Battlefield Bad Company 2, and countless others.

There are tons of long life-span games out there. You're not looking hard enough. Heck, Halo Reach will probably be played for years.

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1PMrFister

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#4 1PMrFister
Member since 2010 • 3134 Posts
Quality will always trump quantity, but you have to remember that gaming's not free. Most games are generally $50-$60, which isn't exactly pocket change, so it's understandable why people would feel disappointed when they finished a game they just bought at full price within an afternoon. Or to put it in better terms, thank God for the ability to rent games (and incidentally, thank God for GameFly).
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Easports48

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#5 Easports48
Member since 2005 • 1761 Posts
[QUOTE="grandacemaster"]

Well it does make me angry to me in two ways,

i would like to play more.

i would have not have spend any time let alone money to play a short (great or good) game.

like those 15 mission fps games of tom clancy or other average fps or other genre's games which are shorter, i hate shorter span games. Especially when we consider if one has shorter time play on daily average basis.

Same here. If you're spending 60-bucks a game I want said game lasting a long time.
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Godly_Cure

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#6 Godly_Cure
Member since 2007 • 4293 Posts
I have limited time to play so I don't mind the shorter games.
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Boomarley

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#7 Boomarley
Member since 2006 • 897 Posts

I don't mind short games since it's easier to replay a 2 hour game than a 60 hour one. Also, there's always challenge runs to extend their lifespan by getting good at them.

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Dracula68

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#8 Dracula68
Member since 2002 • 33109 Posts
I love it now that I don't have much time to game.
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LoG-Sacrament

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#9 LoG-Sacrament
Member since 2006 • 20397 Posts
i guess i dont see games as "x hours of entertainment." i just want to play a good game.
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anthonycg

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#10 anthonycg
Member since 2009 • 2017 Posts

Shorter Games + Higher Prices = FAIL

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xDarkHarlequinx

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#11 xDarkHarlequinx
Member since 2007 • 112 Posts

I didn't mind that codmw2 was short cuz of the multiplayer...

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kkee

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#12 kkee
Member since 2003 • 1729 Posts

I love it now that I don't have much time to game.Dracula68

This is my feeling on it. I'd rather had a shorter, but far better quality game. I hate how developers put tiresome multiplayer trophies/achievements into games just to get you to play for hours on end.

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lamprey263

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#13 lamprey263
Member since 2006 • 45452 Posts
I don't think it's that games are less playable, rather I think that there's so many games that people have to speed through them to hop onto the next ones.
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CarnageHeart

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#14 CarnageHeart
Member since 2002 • 18316 Posts
Game length doesn't matter to me. Quality and uniqueness matter a lot more. If a game's kickbutt and different than anything else out there, I will play it a lot, even if playing it means replaying old levels. On the a related note, I really hate 'padding'. If a developer has made the game they wanted and polished the heck out of it, they shouldn't throw in key hunts and/or backtracking just so it can hit some arbitrary minimum. I was having fun with the original Metroid Prime until the game stopped my progress because I didn't have the requisite number of artifacts (or maybe the 'right' artifacts). For a couple hours I cycled through visors when exploring various nooks and crannies, then decided that since I was no longer having fun there was no longer a point in playing.
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foxhound_fox

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#15 foxhound_fox
Member since 2005 • 98532 Posts

Any game length can be enjoyable and worth the price of admission. Things like extended length and multiple playthroughs are only a luxury. For instance, I spent almost $70 on Mirror's Edge (when games were $60 in Canada *sigh*), it took me just under 5.5 hours to finish and I felt satisfied completely with my purchase. It didn't matter that I was able to go on and beat the game another 10-something times and do all the speed running and challenges (which probably took close to 70 hours after all was said and done).

I find the idea of padding games out with content just to increase the length of the game to be stupid and ruin the experience. Making a game that has enough content to last 5 hours, shouldn't take 25+ hours to finish with most of it being busy work. Red Dead Redemption falls prey to this so very much. The main story, given its premise shouldn't last longer than 5 hours... but you are just given so much busy work to complete it feels like they don't WANT you to see the end at all. They are always introducing new characters and antagonists and never just letting you finish. I can remember thinking at least 3 times, "what, that wasn't the end?" after some missions, where I could have SWORN the end should have been coming very soon.

Short games are usually better games (for value at least)... because they tend to have high amounts of replay value. Replaying a 70 hour game that has 40 hours of padded content is fun for no one except the gaming masochists. *stares hatefully at Persona 3: FES*

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vadicta

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#16 vadicta
Member since 2007 • 4354 Posts

I like it, because it normally gives me a chance to re-play the games that I really enjoy, and, if I'm not enjoying it, at least I get the great feeling of completing it. :)

But, if you think about it, how long was Super Mario Brothers? I think it can be beaten in like a half hour at the shortest, so it's not like this is much new. And that game only had one difficulty and really no replay value at all (just saying). Now games try to give us more with difficulties and unlockables and multiplayer, so I'm not sure how much shorter the lifespan of games are now, anyway.

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Archangel3371

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#17 Archangel3371
Member since 2004 • 46906 Posts
I'm more about the quality of the experience then the length of it myself. Still though I don't really see any kind of growing trend of developers making games shorter, I think there's plenty of games these days that have a lot in them. For me I look at the whole package. Like for instance Modern Warfare 2 may have had a short campaign mode but all the other content made it into a very big and long-lasting game.
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#18 foxhound_fox
Member since 2005 • 98532 Posts


But, if you think about it, how long was Super Mario Brothers? I think it can be beaten in like a half hour at the shortest, so it's not like this is much new. And that game only had one difficulty and really no replay value at all (just saying). Now games try to give us more with difficulties and unlockables and multiplayer, so I'm not sure how much shorter the lifespan of games are now, anyway.

vadicta


5:00

Five. Minutes. :P

And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

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KPAXMAN

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#19 KPAXMAN
Member since 2009 • 160 Posts



And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

foxhound_fox

I agree. I was just about to say the same thing. I look back at a lot of NES games now and think to myself, I can beat that game faster now because I've replayed it a million times. But as a younger kid, it felt like the game was a journey and you had to start it over every time your continues were finished.

As far as games nowadays. If you play a game that lasts you 10 hours or less, think why. We've got save features that allow you start where you left off, instead of starting from the beginning. Most games from the 80s and 90s had special codes or tricks you had to enter if you wanted to start on a different level. And the only way you'd know about it, would be from a magazine! Times have changed.

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vadicta

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#20 vadicta
Member since 2007 • 4354 Posts

[QUOTE="foxhound_fox"]

And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

KPAXMAN

I agree. I was just about to say the same thing. I look back at a lot of NES games now and think to myself, I can beat that game faster now because I've replayed it a million times. But as a younger kid, it felt like the game was a journey and you had to start it over every time your continues were finished.

As far as games nowadays. If you play a game that lasts you 10 hours or less, think why. We've got save features that allow you start where you left off, instead of starting from the beginning. Most games from the 80s and 90s had special codes or tricks you had to enter if you wanted to start on a different level. And the only way you'd know about it, would be from a magazine! Times have changed.



Yeah, especially platformers have gone downhill lately. Like I look at Enslaved, which I want because it's an action platformer, my favorite genre. But the platforming is completely on-rails so you can't screw it up. It's like they're removing freedom from games just so people won't be as frustraited. Like I remember the Jack and Daxter series. In the second game, they had some controller-breakingly hard missions and I love the game for them. Now, every game has different difficulty levels and you have to unlock the hardest one, so you don't even get those. I would love to see a game come out that's just the difficulty the developer intended it to be and nothing else. Actually force the dev to balace a difficulty and give it a curve, like they used to, instead of "everything's easy, everything's medium and everything's hard." Experiences just aren't hand-crafted in that area anymore.

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#21 Greyfeld
Member since 2008 • 3007 Posts


And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

foxhound_fox

I grew up playing Super Mario 1 and 3. That said, unforgiving gameplay isn't the mark of "quality" game design. It always has been, and always will be, a cheap tactic to artificially increase game length. Whether or not you actually enjoy that type of gameplay is completely up to you, but let's not pretend that it's something it is not.

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vadicta

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#22 vadicta
Member since 2007 • 4354 Posts

[QUOTE="foxhound_fox"]


And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

Greyfeld

I grew up playing Super Mario 1 and 3. That said, unforgiving gameplay isn't the mark of "quality" game design. It always has been, and always will be, a cheap tactic to artificially increase game length. Whether or not you actually enjoy that type of gameplay is completely up to you, but let's not pretend that it's something it is not.



I wouldn't call Super Mario Brother's 1 or 3 "cheap". They were well put together and nicely challanging. They didn't need to have one difficulty where all the platforms were connected and everything died when you ran into it and Bowser wouldn't move at all in the final stage. And they didn't have one where all the platforms were invisible and you had to jump from memory alone and you had to beat the ship bosses from hitting them on the bottum every time they jumped. It was just the right difficulty perfectly set and allowing you to enjoy the game all the way through. I'd say it's a hallmark of quality most devs forgot in a need to extend gameplay and appeal to as many people as possible.

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Greyfeld

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#23 Greyfeld
Member since 2008 • 3007 Posts

[QUOTE="Greyfeld"]

[QUOTE="foxhound_fox"]


And Super Mario Bros. had INSANE replay value, because it forced you to replay everything you had already done every time you ran out of lives. It was definitely a bad way of increasing the life of the game, but it worked... and a lot of developers these days are so quick to hold the player's hand and help them through everything, that punishing players for making a single mistake is almost unheard of. Its why people complain about the save system and time limit in Dead Rising 1/2... they are too used to be helped through everything and get frustrated when they get punished for messing up. It just goes to show how many people actually grew up during the NES/SNES era and had to practice levels over and over and over again until they were actually able to beat them.

vadicta

I grew up playing Super Mario 1 and 3. That said, unforgiving gameplay isn't the mark of "quality" game design. It always has been, and always will be, a cheap tactic to artificially increase game length. Whether or not you actually enjoy that type of gameplay is completely up to you, but let's not pretend that it's something it is not.



I wouldn't call Super Mario Brother's 1 or 3 "cheap". They were well put together and nicely challanging. They didn't need to have one difficulty where all the platforms were connected and everything died when you ran into it and Bowser wouldn't move at all in the final stage. And they didn't have one where all the platforms were invisible and you had to jump from memory alone and you had to beat the ship bosses from hitting them on the bottum every time they jumped. It was just the right difficulty perfectly set and allowing you to enjoy the game all the way through. I'd say it's a hallmark of quality most devs forgot in a need to extend gameplay and appeal to as many people as possible.

Excuse me, I didn't explain myself properly.

By "unforgiving gameplay," I mean "Moderately difficult gameplay, punctuated by the requirement of starting the game over from level 1 if you died too many times."

Forcing a player to replay stages already cleared is what artificially increases game length.

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vadicta

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#24 vadicta
Member since 2007 • 4354 Posts

[QUOTE="vadicta"]

[QUOTE="Greyfeld"]

I grew up playing Super Mario 1 and 3. That said, unforgiving gameplay isn't the mark of "quality" game design. It always has been, and always will be, a cheap tactic to artificially increase game length. Whether or not you actually enjoy that type of gameplay is completely up to you, but let's not pretend that it's something it is not.

Greyfeld



I wouldn't call Super Mario Brother's 1 or 3 "cheap". They were well put together and nicely challanging. They didn't need to have one difficulty where all the platforms were connected and everything died when you ran into it and Bowser wouldn't move at all in the final stage. And they didn't have one where all the platforms were invisible and you had to jump from memory alone and you had to beat the ship bosses from hitting them on the bottum every time they jumped. It was just the right difficulty perfectly set and allowing you to enjoy the game all the way through. I'd say it's a hallmark of quality most devs forgot in a need to extend gameplay and appeal to as many people as possible.

Excuse me, I didn't explain myself properly.

By "unforgiving gameplay," I mean "Moderately difficult gameplay, punctuated by the requirement of starting the game over from level 1 if you died too many times."

Forcing a player to replay stages already cleared is what artificially increases game length.



Oh, yeah, didn't get that at all. But that's fair, though :D

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#25 KamikazeDonut
Member since 2008 • 3016 Posts

I more of a quality over quantity guy. If a game is good but, short then I'll just play it again and spike up the difficulty or give myself a chaleenge like a speed run, or beating the gaming using only pistols or with no magic or I go back to unlock stuff.