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GAME LENGTH

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I beleive someone mentioned this earlier, but since we aren't paying for amateur games. That gives us less incentive to stop playing a game mid way. Think of how many Pro Games you'd chug through just because you spent the money (Chrono Cross...)

author=Erave link=topic=58.msg959#msg959 date=1182532176
I beleive someone mentioned this earlier, but since we aren't paying for amateur games. That gives us less incentive to stop playing a game mid way. Think of how many Pro Games you'd chug through just because you spent the money (Chrono Cross...)

...three times.

*cough*
author=The Real Brickroad link=topic=58.msg961#msg961 date=1182536189
author=Erave link=topic=58.msg959#msg959 date=1182532176
I beleive someone mentioned this earlier, but since we aren't paying for amateur games. That gives us less incentive to stop playing a game mid way. Think of how many Pro Games you'd chug through just because you spent the money (Chrono Cross...)

...three times.

*cough*

Well I don't really read threads... what ::)
I don't necessarily mind long games, but as others have said here, they need to be entertaining enough for me to continue past a certain point. How a game achieves that will vary from game to game, but it gets treacherously easy to just abandon a game at 50 hours. =)

Some really long, fairly well-known RM* games to aid in this discussion:

Laxius Power Series (Way too long)
The Way (Episodes 1-6) (All of these will probably average out to about 20-30 hours. Separately, they range from 2-8 hours)
Nigsek (I remember this being pretty long)
Romancing Walker (20-30 hours)
Three the Hard Way (20-30 hours)
Legacies of Dondoran (30-40 hours)
Dragon Destiny (30-40 hours)
ONYX (30-40 hours)
Dragon Saga IV: Running Water (I forgot how long this was, but it is REALLY long)
Last Scenario (I haven't finished this yet, but I broke the 30 hour mark)
Karsuman:
Everlong - 25 hours reportedly
Dragon Saga 4 - 40-60 hours
Laxius Power 1 - 50-100 hours
Laxius Power 2 - 25 hours
Laxius Power 3 - 150-200 hours reportedly
Blades of Heaven - 40 hours
Heaven and Hell episode 3 I'm guessing is quite long as well.

I think a game should be as long as it needs to be, whether it's 30 minutes long or 30 hours long. Artificially shortening the time is just as bad as artificially lengthening it.
SWEET MERCIFUL MARMOTS. Why would you make a 200 hour RPG?! ...Why?

Recent Dragon Quest games are already obnoxiously long just by pushing the 100+ hour mark.
Mewd: Given the popularity of the Laxius Power series, I'd say there are a lot of people who want very, very long games. The creator of the Laxius Power series won't even touch a Rm* game unless it's of a certain length.
Fair enough! To each their own. But still, that's entirely too many for me.
author=Shadowtext link=topic=58.msg955#msg955 date=1182523287
I have long felt, and your response only reassures me about this belief, that all games should have at the very least a "Suspend Play At Any Point Save," that would let the player stop whenever he needs to and start back at exactly the same place, even if loading it were to immediately delete that save...

It also makes me hesitant of any sort of Game Over system, as well as load times and anything else that makes the experience less streamlined. Plenty of people are going to disagree with me, especially on the "No Gameover" part, but I've often felt like Game Overs are just an easy (read: lazy) way of adding superficial challenge to a game.

But yeah. Make everything quick and streamlined, and easy to start or stop at any time, and people will have much less issue with playing a lot of it. It works better on portable consoles than it does on PC, but there's a bit of carry over even there.

In an RPG, game over is synonymous with "reload from last save", so maybe there's something here I'm missing? Is that part to be taken in combination with, say, scarcity of save points? There's a difference between losing a battle in most games and plain arbitrariness like The Way's Caves of Instant Death.

I agree that being able to save at nearly any time is important, anyway, even for console or PC games. (Anecdotally: earlier versions of AW wouldn't let you save in battle unless you hadn't done anything during your turn that required a roll. This was meant to curtail save-scumming of important rolls. Eventually I got a bit fed up with it and changed it on usability grounds.)

Just out of curiosity, would the list of complete games shorter than what's above but still longer than 30-60 minutes be a lot larger?
author=Gadreel link=topic=58.msg795#msg795 date=1182216211
"<insert text>" <name> murmured to <him/her>self while shuffling through the dark chamber hallway. The only light source resonating from the stairway leading down into somewhere. It blanketed <name>'s face with a dull red haze.

As <name> drew closer to the entrance, dark figures began to shift and dance in the darkness. Playing with <his/her> eyes. Barely visible. All peering. <Name>'s shadow's silhouette began to shift and move and a raw smell of burnt flesh crept into <his/her> nose.

<His/Her> steps echoed and with the echo, a sound accompanied... "<insert text>..." a whisper. "...<insert text>" All around <him/her> the whispers came.

"<insert text>!" <name> screamed. "<insert text>?"

A clicking sound. Behind <him/her>. It began to grow louder until the sound was in sequence with the whispers. <Name> began to laugh menacingly. Flashes of lightning cackled around <him/her>. This was it.

Phantasy Star II did that at the hero's house and the Central Tower (and this was in 1989!). Yes, even "There was a knock at the door" seems to convey more action than Rudo just talking out of the middle of nowhere.
author=DFalcon link=topic=58.msg993#msg993 date=1182565160
In an RPG, game over is synonymous with "reload from last save", so maybe there's something here I'm missing? Is that part to be taken in combination with, say, scarcity of save points? There's a difference between losing a battle in most games and plain arbitrariness like The Way's Caves of Instant Death.
I just prefer it when they automatically take you back to that save point, or better yet, take you to an arbitrary respawn point like the beginning of the dungeon or something. Bonus points if I keep all my items (except ones taken from the battle I had been in and lost, maybe). Because nothing makes me stop playing a game faster, even a good one, than realizing that I've just lost three hours because I forgot to save before a surprisingly powerful boss.
It's not just pure length and story, what tends to be overlooked is the feeling of accomplishment.

Many times a long game can feel so long because you're really just spending the entire game doing one thing. Take Chrono Trigger as an example, you don't even learn about Lavos until probably 1/5 of the way into the game, and even then it's well set as a long term goal that you can almost forget you're working towards when the story rises to the climax of the various "episodes" like fighting Magus or trying to save Schala.

The sense of accomplishment that doesn't depend only on beating the game is something that I feel really defines how good a game is. If you spend the entire game just working towards the eventual conclusion you start to want it to end; how long can you prolong something with just plot twists instead of honest change?

"Oh no! We almost made this person into what they need to be, but they just got kidnapped! We must save them now!"

"Oh no, we almost got the powerful artifact that would defeat the bad guy, but a crazy plot twist stopped us... again!"

Or my personal "favorite":

"Wow! After 8 idential dungeons with varying puzzles and unlocking all 8 of the <insert various artifact here> a plot twist has forced us to: 1) go and beat one more dungeon and the final foe 2) beat even more repetetive dungeons or 3) start our quest practically over again!"


Concentrating on letting the player's accomplishments drive the story instead of the story drive the player's accomplishments is one of the keys to making a game interesting; when you know you've got to invest 60 hours of random plot twists and the "same old story" to beat a game it feels like what it is... a long grind just to see the ending.

However if you can make each sub-story or section of the plot unique and interesting enough, and provide enough of a conclusion to make the player feel like they've accomplished something, you can set them on the next "game within the game" and make them wish it lasted LONGER instead of them just wanted to see "the end already!"

Enjoyable games are usually memorable, and often you can pin-point different story-lines of the game just from memory if it's good, the games that are less enjoyable tend to "run together" so you can remember that something happened, but not the details or when it happened.
Yes, absolutely. I don't have the time to play a 60- or 100-hour RPG. These games aren't fun for me because I usually end up making one or two hour time investments in things that aren't important in the long run. In especially long indie RPGs it's worse because these time investments can prove even more pointless, e.g. leveling up a character who is killed off by the story itself later on.

I prefer shorter games that I can beat in about 15-20 hours, involving extremely good design in the short span that it runs. By contrast, I can't usually place trust in an indie RPG developer to create a massive game with enough payoff for that time investment by the end.
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