[QUOTE="R4gn4r0k"]
Yeah you can beat SMB in 5 minutes ... if you speedrun. Great comparison there :roll:you won't have to speedrun to beat this game in 4 hours.
What linear shooter is enjoyable to play 10 times over ? Really
foxhound_fox
I can casually make it through SMB in 15 minutes. I've played the game innumerable times... and the route really isn't that hard to find either.
I've probably played Doom II: Hell on Earth through at least 40 times in my life since it came out. People find what they find enjoyable because that's what they find enjoyable. I won't touch this new MoH with a 10 foot pole... but there are some people out there who may love it, and feel that they can play it through an innumerable amount of times. We may not, but that doesn't rule it out. Its length means nothing to those who enjoy it, and/or find it has decent to good replay value.
The only reason people seem to care about length these days is because they are looking for a time-sink, not an enjoyable experience. I was happy with the $70 I spent on the 5.5 hours I went through Mirror's Edge the first time with... all the other time I spent with it was a bonus.
This is my problem with the gamers these days, they don't seem to recognize the idea "different strokes for different folks." I've played some of the same, highly-scripted things over and over and over again because I want to RE-EXPERIENCE them... and sometimes I notice new things that make it more enjoyable than the first time through (see: Shadow of the Colossus). Just because this game is only 4 hours long doesn't make it an inherently bad game. People have their priorities all messed up.I would say SMB was designed fairly well to be enjoyed multiple times. It may not features something brand spanking new every time you play it, but it was made in a way that the possibility for different outcomes depending on the player's choice was large. The same goes with Doom.
The issue many gamers have is not just about the length of the campaign. At 4-6 hours, with a game that's scripted with every footstep, the game feels less like a game and more like an interactive movie. That is a legitimate complaint.
What most gamers do not understand, however, is that with the increasing demand for detail per pixel, developers do not have the time to create long lasting, great playing games. You either get a fantastic presentation or a long game. You can't have both, because it takes too much time and money.
What developers can do though, is create a game which allows for maximum replay value. Halo: Reach, whether people like it or not, does this superbly. The game does not feature heavily scripted set pieces, and on top of that, mission objectives can vary slightly with each playthrough. Even better, Bungie hosts daily challenges which encourage you to play through levels with meta-objectives which make people come back for more.
Games like Call of Duty and Medal of Honour could learn from that approach.
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