We no longer live in a time with 20x20 pixel 256-color sprites, text, and MIDI-style music. Back then, it was easy to make a long game--an art asset took a matter of hours to make, not days or weeks, and nobody was expected to include things like voiceovers or orchestral music, because it wouldn't fit on a little game cartridge or a few floppies.
Even in the days of early 3D, production values were infinitely simpler. Models were comprised of dozens, not thousands of polygons, and you could get away with using a solid color instead of a texture on many surfaces. Voice acting was still rare.
It's been a gradual climb since then, but the simple fact is, it now takes a week or more to make a single character whereas once several could be completed in a day.
So why do gamers expect the length of their games to be the same as they were in 1997?
Sure, it's possible to make them that length, but it's difficult and expensive, and it requires lots of procedural (programming-generated) art and the reusal of resources, and it's only feasible for some games (like Oblivion, for example).
The worst thing for me is how RPGs are expected by many people to take upwards of 40 hours to beat (see: Mass Effect 12 hours thread). This is a ridiculous expectation that is not even born by the history of the genre--most Western RPGs don't take much longer than a normal game to beat, they just include a much bigger game world with lots of side quests and lots of places to explore and people to talk to. See: Fallout, Fallout 2, all of the Elder Scrolls games, all of BioWare's other games, and so on.
The reason I bring this up is because length is often a complaint brought up in SW. Gamers need to adapt to the fact that games are going to be shorter now--it's impossible for most projects to be as long as you're demanding given the time and money allotted to them by their publishers.
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