SHORT GAMES VS LONGER GAMES
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I came to wonder one day, whether or not if short games ( More compact interest, but loss of playtime and typically more gameplay.) were better then longer games (More story, and more features at the loss of compact interest). While working on my main project, I began to create a minigame called "Digital Knight Syndrome", just because the idea crossed my mind, where I suddenly realized that in itself, it is a mini-rpg. So that brings me to the present, does the length of a game change its value in your minds if it is longer or shorter?
Sometimes. I don't play RPGs that I know to be short. I like games that will last me weeks, not a day or two.
I would say that within this community you are better off making a short game simply because it increases the likelihood that game will actually be completed. As a player of RPGMaker games I have little use for uncompleted projects.
When it comes to RPG Maker games, I'd rather much play a shorter game (around 3 - 8 hours) than a longer game (which I would assume, for RM, is 15 hours or more). However, it really depends on the quality of the game, but all in all, a compact and fun game would provide me with far more value than a long, plodding, and poorly paced game would.
I prefer shorter games, myself. I'm more likely to finish playing them. I just don't have the time or attention span to plug dozens of hours into playing a game these days.
Very few short games ever interest me, unfortunately. Even in the rm scene, I like going for games that are at least around 7 hours or more. I know there are a bunch of half hour projects here that have gotten some acclaim though, so who knows, maybe one day I'll try them.
I did like The Encephalon, now that I think about it.
I did like The Encephalon, now that I think about it.
author=Hostilefun
I came to wonder one day, whether or not if short games ( More compact interest, but loss of playtime and typically more gameplay.) were better then longer games (More story, and more features at the loss of compact interest). While working on my main project, I began to create a minigame called "Digital Knight Syndrome", just because the idea crossed my mind, where I suddenly realized that in itself, it is a mini-rpg. So that brings me to the present, does the length of a game change its value in your minds if it is longer or shorter?
Length does not matter at all. For beginners, short games are the way to go. Long games are only for the experienced as they are more daunting and more prone to mistakes.
Long games are also only recommended if they are made as a team, rather than solo. Exit Fate and Last Scenario are the huge exceptions, as both of them are made by one single person. But even then, that is extremely rare.
Trying out shorter games is a lot easier for me. Basically the bar is lower. If I see a game that boasts "10 minutes of gameplay" I'm much more likely to give it a shot than a game that tells you awkwardly that it has 10 hours of gameplay.
Of course this is generally because of my bias that says "RM games generally are pretty bad and I don't want to waste more than an hour or two playing them".
Of course this is generally because of my bias that says "RM games generally are pretty bad and I don't want to waste more than an hour or two playing them".
it doesn't matter if a game is completed or not to me. if you have a 20 minute delightful experience you did your job.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If your game is any good at all, it is an absolute waste for it to be that short. Why would you spend so much time planning out and creating engaging mechanics and gameplay systems, and then not spend an extra couple days or weeks just to add some more length? It makes no sense. If the game is good people will want to play it as long as a commercial game. If it's not good then fix the gameplay before worrying about the length.
Making your game longer does not take that much extra time. The real time commitment is all in creating the core mechanics. The only people who think that adding more dungeons and cut scenes is the time consuming part are the ones who make no attempt to add unique and balanced and fun gameplay.
Making your game longer does not take that much extra time. The real time commitment is all in creating the core mechanics. The only people who think that adding more dungeons and cut scenes is the time consuming part are the ones who make no attempt to add unique and balanced and fun gameplay.
author=LockeZ
If your game is any good at all, it is an absolute waste for it to be that short. Why would you spend so much time planning out and creating engaging mechanics and gameplay systems, and then not spend an extra couple days or weeks just to add some more length? It makes no sense. If the game is good people will want to play it as long as a commercial game. If it's not good then fix the gameplay before worrying about the length.
Making your game longer does not take that much extra time. The real time commitment is all in creating the core mechanics. The only people who think that adding more dungeons and cut scenes is the time consuming part are the ones who make no attempt to add unique and balanced and fun gameplay.
This encourages needless filler, however. If a game's gameplay is so great, why is there any need to superficially or forcibly add more superflous content? It's just compensating for the lack of actual gameplay.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Uh, what? "If a game's gameplay is so great, then letting you actually have time to enjoy it is just compensating for the lack of good gameplay"? How does that even begin to make sense? I am seriously not following your train of logic.
Let's take an undeniably great game. Say, Super Mario World.
Now imagine that it ends after the first two levels.
Why in the flying clownhell would you end it after the first two levels? If the game is fun, I want to keep playing. FF7 would be way less awesome if escaping from Midgar were the end of the game. If Chrono Trigger ended as soon as you brought Marle back to life in 600 AD, it would be a piece of junk in comparison to what it is now. Seriously, how can you justify this?
I don't know what your definition of "filler" is, gameplay-wise. I've never heard of filler gameplay. I've heard of filler plot - dungeons that have nothing to do with the plot and thus slow the game's pace down to a crawl. That's obviously to be avoided if possible - you should create more actual plot, engage the player, not just make the Cave of Genericness three times as long. I guess filler gameplay would be if you had a new dungeon with new enemies that act exactly the same as the old enemies, but hopefully you're competent enough to make new content, not just string out what you've already got. Like I said in my earlier post, creating new content, whether that's new dungeons or new enemies or new cut scenes, is the easy part. If you don't think it's the easy part, you're not putting enough effort into the other parts.
Let's take an undeniably great game. Say, Super Mario World.
Now imagine that it ends after the first two levels.
Why in the flying clownhell would you end it after the first two levels? If the game is fun, I want to keep playing. FF7 would be way less awesome if escaping from Midgar were the end of the game. If Chrono Trigger ended as soon as you brought Marle back to life in 600 AD, it would be a piece of junk in comparison to what it is now. Seriously, how can you justify this?
I don't know what your definition of "filler" is, gameplay-wise. I've never heard of filler gameplay. I've heard of filler plot - dungeons that have nothing to do with the plot and thus slow the game's pace down to a crawl. That's obviously to be avoided if possible - you should create more actual plot, engage the player, not just make the Cave of Genericness three times as long. I guess filler gameplay would be if you had a new dungeon with new enemies that act exactly the same as the old enemies, but hopefully you're competent enough to make new content, not just string out what you've already got. Like I said in my earlier post, creating new content, whether that's new dungeons or new enemies or new cut scenes, is the easy part. If you don't think it's the easy part, you're not putting enough effort into the other parts.
You took my statement completely out of context, or perhaps I was not clear. I meant filler plot elements, which would obviously artificially lengthen the game. That's what I meant. Creating content for the sake of needlessly filling your game is just terrible, at least in my opinion. Do you honestly believe that I'd justify ending a game before its utmost climax? I wouldn't, since the story has not resolved yet.
Furthermore, you used a platformer game, a genre which prides itself on its gameplay more often than RM RPGs. I'm talking about RM RPGs, which are an entirely different beast. That mentality of "just add more length" indeed encourages filler, more in the line of plot. However, it does add filler gameplay to the mix, which you've said you've never heard of.
Aren't sidequest minigames essentially filler gameplay? Gameplay that's not really essential to the plot at hand or the gameplay mechanics that are used to move said plot along? I certainly think so. Then again, I've never really cared for minigames in RPGs anyway, so perhaps I'm biased in that regard.
Maybe we have different definitions on filler, but I just had a problem with the "add more length," as if on you can do so on a whim without screwing with the pacing and structure. Everything else you said, I agree with.
Furthermore, you used a platformer game, a genre which prides itself on its gameplay more often than RM RPGs. I'm talking about RM RPGs, which are an entirely different beast. That mentality of "just add more length" indeed encourages filler, more in the line of plot. However, it does add filler gameplay to the mix, which you've said you've never heard of.
Aren't sidequest minigames essentially filler gameplay? Gameplay that's not really essential to the plot at hand or the gameplay mechanics that are used to move said plot along? I certainly think so. Then again, I've never really cared for minigames in RPGs anyway, so perhaps I'm biased in that regard.
Maybe we have different definitions on filler, but I just had a problem with the "add more length," as if on you can do so on a whim without screwing with the pacing and structure. Everything else you said, I agree with.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Crimson_Legionnaire
Furthermore, you used a platformer game, a genre which prides itself on its gameplay more often than RM RPGs. I'm talking about RM RPGs, which are an entirely different beast.
I disagree with this point extremely strongly. Gameplay is no less important in one genre than another. In any RPG the combat is the heart and soul of the game. My point was that the gameplay is where the overwhelming majority of your effort, time, and thought should go into, and once you have done that, it seems silly not to spend a little time to create a longer plot. You used the term "on a whim", but to anyone really interested in making good gameplay, the entire plot, characters, setting, dungeons, and dialogue are a trivial amount of effort compared to the gameplay. That was my point from the beginning. I didn't mean to imply that the plot should be allowed to suffer - only that creating plot is the easy part.
Minigames are fucking horrible and 95% of them can die in a fire. You have won me over on this point, sir. If I have to catch butterflies or dodge lightning bolts one more time I will shoot myself. There is a reason that you can't make full games out of these concepts: they're not fun.
Battles are the meat of games that have them. Can't have a game without gameplay afterall. An epic story is great, but I can get that out of a book or movie. Something like Final Fantasy XIII gets mad props from me for battle system. I can get into that all day long. It's great.
Mini-games are something I'm split on. I don't care for them, however if they are in the game, I want them to be good enough to make me want to play. Blitzball and Triple Triad are good examples of mini-games I like to play. Those horrendous lightning dodging, butterfly catching, and jump-rope mini-games are examples of stupid, stupid ones.
I've seen a lot of people on various forums say that battles just get in the way of the story for them, which really makes little sense to me. If all you have is story, you'd be paying $40-60 (commercial games of course) for a 2-3 hour game.
Mini-games are something I'm split on. I don't care for them, however if they are in the game, I want them to be good enough to make me want to play. Blitzball and Triple Triad are good examples of mini-games I like to play. Those horrendous lightning dodging, butterfly catching, and jump-rope mini-games are examples of stupid, stupid ones.
I've seen a lot of people on various forums say that battles just get in the way of the story for them, which really makes little sense to me. If all you have is story, you'd be paying $40-60 (commercial games of course) for a 2-3 hour game.
author=Fallen-GrieverThere is a reason that you can't make full games out of these concepts: they're not fun.Well, fuck it, I should just give up now.
Battles are minigames.
EDIT: To clarify, "minigames" like Triple Triad and Blitzball probably got more playtime out of me than battles did in their respective titles, which kinda makes the battles the "minigame".
Besides, minigames can work really well if they're done right!
And Starless Umbra is a crystal clear example of how mini games can be done well. But yeah, making a fun RPG entirely out of mini games is tough.
I thought Bliz
I can see you've been around the RM scene for a bit. How many RM RPGs pride themselves solely on story? Plenty. I may have misconstrued your point, or vice versa, but I'm not saying combat isn't the heart and soul of an RPG - far from it, actually. I was merely trying to make a point about RM RPGs.
However, what one looks for in an RPG and what they consider to be of the utmost importance is not for me to say. If you're looking for my personal opinion on the importance of gameplay > story or vice versa, sometimes I can be lenient on one or the other if one area is incredibly strong. Ultimately, I'd more or less slog through a mediocre story if the combat/gameplay is more than up-to-par than I would slog through utterly terrible gameplay just for a great story.
Heck, some people play just for the experience, and that's fine too.
Glad someone thinks catching butterflies is boring, though.
author=LockeZauthor=Crimson_LegionnaireI disagree with this point extremely strongly. Gameplay is no less important in one genre than another. In any RPG the combat is the heart and soul of the game. My point was that the gameplay is where the overwhelming majority of your effort, time, and thought should go into, and once you have done that, it seems silly not to spend a little time to create a longer plot. You used the term "on a whim", but to anyone really interested in making good gameplay, the entire plot, characters, setting, dungeons, and dialogue are a trivial amount of effort compared to the gameplay. That was my point from the beginning. I didn't mean to imply that the plot should be allowed to suffer - only that creating plot is the easy part.
Furthermore, you used a platformer game, a genre which prides itself on its gameplay more often than RM RPGs. I'm talking about RM RPGs, which are an entirely different beast.
Minigames are fucking horrible and 95% of them can die in a fire. You have won me over on this point, sir. If I have to catch butterflies or dodge lightning bolts one more time I will shoot myself. There is a reason that you can't make full games out of these concepts: they're not fun.
I can see you've been around the RM scene for a bit. How many RM RPGs pride themselves solely on story? Plenty. I may have misconstrued your point, or vice versa, but I'm not saying combat isn't the heart and soul of an RPG - far from it, actually. I was merely trying to make a point about RM RPGs.
However, what one looks for in an RPG and what they consider to be of the utmost importance is not for me to say. If you're looking for my personal opinion on the importance of gameplay > story or vice versa, sometimes I can be lenient on one or the other if one area is incredibly strong. Ultimately, I'd more or less slog through a mediocre story if the combat/gameplay is more than up-to-par than I would slog through utterly terrible gameplay just for a great story.
Heck, some people play just for the experience, and that's fine too.
Glad someone thinks catching butterflies is boring, though.
Well even if the gameplay is great fun you can create "filler content". Backtracking through previously beaten levels is one way to "filler". (see running back and forth in any Resident Evil game or any Metroidvania game)
You can also have a huge amount of repetitiveness (long corridor shooter level after long corridor shooter level or random encounters with the same enemies for longer than what is humanly feasible or almost exactly the same platformer levels. SMW can have as great gameplay mechanics as it wants but if it had the first level over and over and over again without any sort of variety you'd get sick of it too.)
Of course there's always the option to manually extend the gameplay time if you really like the mechanics (grinding for fun, finding secret exits in SMW or cabdriving in GTA).
But you know. For RM games I still always want the short option because frankly they're all shit. But I'm also not an RM game's target audience.
You can also have a huge amount of repetitiveness (long corridor shooter level after long corridor shooter level or random encounters with the same enemies for longer than what is humanly feasible or almost exactly the same platformer levels. SMW can have as great gameplay mechanics as it wants but if it had the first level over and over and over again without any sort of variety you'd get sick of it too.)
Of course there's always the option to manually extend the gameplay time if you really like the mechanics (grinding for fun, finding secret exits in SMW or cabdriving in GTA).
But you know. For RM games I still always want the short option because frankly they're all shit. But I'm also not an RM game's target audience.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Fallen-Griever
"minigames" like Triple Triad and Blitzball probably got more playtime out of me than battles did in their respective titles, which kinda makes the battles the "minigame".
...Yeah. I really wish Triple Triad had been released as a standalone game so I didn't have to play FF8 to get to it.
author=Peaceful_Chaos
I've seen a lot of people on various forums say that battles just get in the way of the story for them, which really makes little sense to me. If all you have is story, you'd be paying $40-60 (commercial games of course) for a 2-3 hour game.
author=Crimson_LegionnaireIt's a pretty big problem. A lot of amateur RPG designers actually seem to hate RPGs and only make them because they are stuck in a time warp to the year 1998 where RPGs are the only type of games with a story. They often have no idea what they are doing with the creation of tactics and balance and challenge. Really, what they ought to do is direct a fantasy movie, not create an RPG.
How many RM RPGs pride themselves solely on story? Plenty.
I admit I was partially in this boat for about my first one and a half games. I didn't dislike RPGs, I just had no idea how to make good ones.




















