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I wish software
publishers would do the same.
Baldur's Gate
put me to sleep, Septerra Core bored me, and Ground Control's biggest
flaw was its 30-mission campaign. Are publishers making games too long? Let
me kill the literary suspense right now. The answer is YES. All caps. There
has yet to be a good single-player game --be
it RPG, strategy, shooter, or whatever-- that can bear the weight of more than
50 hours of play. We all like to finish our
games. Invariably, my favorite games have been those that are both fun and can
be finished without much anguish. Fallout, Parasite Eve, Shogo,
Odium (okay, Odium wasn't really a good game), and
Shadow Watch. I finished each, didn't forfeit my life to do so, and
loved every last minute of it. On the flip side of the coin, I've played way
too many games that take a good 15-hour story, 7-level shootout, or 15-mission
campaign and double it, adding little more than several hours of tedium. Who's to blame? Two
parties: Publishers and journalists. Unfortunately, publishers are caught up
in a huge game of "keeping up with the Joneses." For example, if
real-time strategy title "A" has 30 missions, then the real time
strategy title in development had damn well also better have 30 missions. It
doesn't matter if it only takes fifteen missions to craft a great campaign --
having less missions than the competitor looks bad on the back of the box.
Please understand, many of the folks making these decisions are not gamers,
and quantifiable measurements such as number of missions are easier for them
to grasp than quality of play. But who (beside our
entire culture) gives publishers the idea that more is better? It's us, the
gaming press. I remember reading the Fallout reviews and almost all
said the same thing: great game, but too little of it. It took me about 30
hours to finish Fallout. That's approximately $1.65 per gaming hour
--way cheaper than the typical movie. That's enough bang for my buck.
Neither is Tim Cain's
classic the lone gaming ranger of titles slammed for supposedly short-sheeting
their customers. Critics who liked and understood the subtleties of Red
Storm's Shadow Watch nevertheless complained about its length. To add
insult to injury, most of these comments on length come from critics who --let
me whisper in your ear-- never complete the game. It's easy to admire Might
and Magic VIII's 70+ hours of play if you haven't trudged through
it yourself. Of course the problem
isn't just too many similar levels, too much dialogue, or a glut of
look-a-like missions. The biggest
problem is feature creep --the inevitable addition of new characters or
creatures or weapons or spells or what-have-you. Case in point: Diablo
II ships with five character classes. Who the heck is going to play
through it with more than one? While unique classes add something to the multiplayer
experience, most will agree that creating five distinct classes is a bit much. Bottom line: publishers are dumping too much development money into creating more when they should be creating better. Comments? Let Mark know what you think. |
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