RE: We chat about videogames and videogame accessories.
07-10-2013, 08:44 PM
"There's nothing wrong with a short game, if it plays well short" is the only caveat that's needed there. Length IS a quality that can enhance or detract from the gaming experience. Games of pure player skill have a tendency to need to be on the short side, as once the player conquers the game's mechanics and the game loses the novelty of any uniqueness it had, the game has to actively fight to keep the player's interest. With no levelups or new skills, it basically comes down to either creating exponentially difficult levels, which has a hard ceiling before you walk onto the roof called "Impossible", or gimmicky levels which can completely throw out everything the player has learned and make them feel like they wasted their time. OR they can pad out time with cinematic cutscenes because we're always in the mood for a movie.
Your run-of-the-mill RPG, on the other hand, tends to need to be longer. The primary pleasures of the Vidya Game RPG are Exploration, Story, and the basic feeling of Work-Reward that comes with gaining EXP to level-up a character from weak peasant to Dragon-Knight-King or with furthering the plot, all of which are qualities that fare better in a longer game. RPG's want to be grandiose about everything, because otherwise its just pressing buttons so the characters can do something somewhat independent of you, the player.
Obviously these are just me discussing the extremes, and most games have combination of these elements or other elements not discussed. I'm just trying to explain what factor length plays in a game. For example of a combo-o-elements-o, SOTC plays long because, even though its just a series of boss battles, exploring its world on horseyback is a huge part of its experience, and exploration fares better when you have time to feel the emotions of anticipation and excitement.
Your run-of-the-mill RPG, on the other hand, tends to need to be longer. The primary pleasures of the Vidya Game RPG are Exploration, Story, and the basic feeling of Work-Reward that comes with gaining EXP to level-up a character from weak peasant to Dragon-Knight-King or with furthering the plot, all of which are qualities that fare better in a longer game. RPG's want to be grandiose about everything, because otherwise its just pressing buttons so the characters can do something somewhat independent of you, the player.
Obviously these are just me discussing the extremes, and most games have combination of these elements or other elements not discussed. I'm just trying to explain what factor length plays in a game. For example of a combo-o-elements-o, SOTC plays long because, even though its just a series of boss battles, exploring its world on horseyback is a huge part of its experience, and exploration fares better when you have time to feel the emotions of anticipation and excitement.