Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Devs ask: Are AAA titles too long for the average gamer?

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
See: Are AAA-games too long?

Seems that 10 hours is the new long.

Much :decline: in there...
 

Oriebam

Formerly M4AE1BR0-something
Joined
Jul 6, 2011
Messages
6,193
It wasn't?

edit: I mean, old/current "long game time"
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,426
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Games should be 2-3 hours long, also full of alien sex and AWESOME. Oh, and they shouldn't have too much gameplay, because that's too hard, better if they are full of cutscenes.
 

torpid

Liturgist
Joined
Aug 2, 2010
Messages
1,099
Location
Isma's Grove
Good god that was an unpleasant read -- both rage-inducing and depressing. So even CoD and Halo and whatnot are dinosaurs and Facebook games are the future of gaming. I guess the silver lining here is reading butthurt Gamespot denizens railing about the decline, OH THE IRONY.

The panel starts out by discussing "the relevance of narrative-based gameplay," which makes it sound like they're going to criticize games trying to be movies, but instead their complaint is that games are too long and "gamers are losing patience". As for developing narratives in casual games, "the panel cited soap operas as an example of how ongoing storylines could work within a game environment." Gaming: now truly catering to bored 40-year old moms.

The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. By gamers are paying less money, there's less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged. This could be particularly beneficial for self-publishing indie developers, they said, who could charge less but gain a larger percentage of sales.

I really hate this trend -- mediocre indie games based on simple gimmicks sold for $5-10 on Steam, with gamers expecting that to be the price of any indie title. Not that it's harmful in itself, as the players are probably getting their money's worth at such a low price, but it's closing the window on non-AAA developers who still want to make full games and sell them at an intermediate price point. We're going to be left with the full-priced CoD clones and the $5 indie gimmicks and nothing in between. Save us from the decline AoD
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
The only long game that I was playing lately was X-Com. And to be honest, I got burned out with it after going through 35 or something tactical missions and throwing a hundred of soldiers into the meat grinder.

I'm mostly playing casual wargames like Armored Brigade or (earlier) Firefight and flight sims nowadays. I'm not playing linear story-based games that last hours and hours and hours.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,998
Boring story with piss-poor writing => players don't finish the game.

Devs: "Let's make it shorter!"

Shorter boring story with piss-poor writing => players still won't finish the game.

Devs: "Let's make it shorter!"

And so on.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Turisas said:
Boring story with piss-poor writing => players don't finish the game.

Devs: "Let's make it shorter!"

Shorter boring story with piss-poor writing => players still won't finish the game.

Devs: "Let's make it shorter!"

And so on.
The main problem is basing games on a story with mechanics as an afterthought. Then there's a question of the length of the stories. What does a long story add to a game?
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,998
A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Turisas said:
A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,998
Awor Szurkrarz said:
And what would they add to a game?


... a good story? For RPG's at least I'd say that's pretty damn important.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Turisas said:
Awor Szurkrarz said:
And what would they add to a game?


... a good story? For RPG's at least I'd say that's pretty damn important.

Many (older) classics have not much story to speak of, but then they often had a certain complexity and challenge.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
AAA games ARE too long, but only because devs don't know how to pace content properly or make it good. It's repetitive and tedious, thus, too fucking long. But if it was 30 hours of quality then then it wouldn't be too long.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Turisas said:
story with writing => players don't finish the game.

Devs: "Let's make it shorter!"

More story with writing instead of game => players still won't finish the game.

Devs: "Let's make it shorter!"

And so on.

Fixed it for you

Turisas said:
... a good story? For RPG's at least I'd say that's pretty damn important.

What was the last RPG to have a good story in your opinion?
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,761
Location
Copenhagen
Awor Szurkrarz said:
Turisas said:
A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.

I'm a huge storyfag and huge combatfag. While I more than agree with you that the trend of putting story before gameplay is tremendously detrimental to gaming, I don't see why one has to exclude the other. Game-mechanics need to go back to being front and center - completely agree on that point - but the evolution of story-telling shouldn't come to a halt because of it.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
The devolution of storytelling you mean.

A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999

A shitty storytelling: TW2. Cutscenes, fucking cutscenes. Gameplay where you just twitch 2 buttons all the time without even thinking what you are doing just to see another long cutscene. The writing is shit you see in B-movies and more like an extremely bad parody of fantasy. Tits, dragons, special forces and stereotypes everywhere.
2011
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Grunker said:
Awor Szurkrarz said:
Turisas said:
A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.

I'm a huge storyfag and huge combatfag. While I more than agree with you that the trend of putting story before gameplay is tremendously detrimental to gaming, I don't see why one has to exclude the other. Game-mechanics need to go back to being front and center - completely agree on that point - but the evolution of story-telling shouldn't come to a halt because of it.
The main problem is that the longer the story is, the more problematic is making a game from it. What we usually get is just a linear sequence of events that is pushed on players like in BG2 - get out from the dungeon, get money, go to Spellhold, go through the maze, fail to kill Irenicus, go to the underdark, go back to Athkatla go to Suldanesselar, fail to kill Irenicus again, go to hell, kill Irenicus.
Even worse, as a second game in series, it basically ignores C&C from the previous game, including the party composition (because such a long game requires too much work for making it long to devote it to C&C and continuity)

Compare it to for example Fallout, where you first have an objective of finding the water chip (which may be done in various ways - in one playthrough, I went to Necropolis on very low level as I met Patrick the Celt who told my character than the chip is probably in Necropolis) and then an objective of neutralising the mutants - which again may be done in different order and different ways depending and what's your character and what you've done before.

I think that short games (like Fallout) are much better for evolution of story-telling (as resources can be dedicated to letting the player create his own story using game mechanics) than long games.

MetalCraze said:
A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999
SMAC?
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
MetalCraze said:
The devolution of storytelling you mean.

A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999

A shitty storytelling: TW2. Cutscenes, fucking cutscenes. Gameplay where you just twitch 2 buttons all the time without even thinking what you are doing just to see another long cutscene. The writing is shit you see in B-movies and more like an extremely bad parody of fantasy. Tits, dragons, special forces and stereotypes everywhere.
2011
You can't have it both ways, Skyway.

You are basically arguing, "The more important story is in a game, the lower the quality of the story itself."

Either you say story should not matter. Or you say story should have quality. But why complain both ways? It doesn't make sense.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Wyrmlord said:
MetalCraze said:
The devolution of storytelling you mean.

A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999

A shitty storytelling: TW2. Cutscenes, fucking cutscenes. Gameplay where you just twitch 2 buttons all the time without even thinking what you are doing just to see another long cutscene. The writing is shit you see in B-movies and more like an extremely bad parody of fantasy. Tits, dragons, special forces and stereotypes everywhere.
2011
You can't have it both ways, Skyway.

You are basically arguing, "The more important story is in a game, the lower the quality of the story itself."

Either you say story should not matter. Or you say story should have quality. But why complain both ways? It doesn't make sense.
No. He complains that dropping tons of story and cutscenes into game makes a low quality game story, not that story doesn't matter. A high quality game story is an integral part of the game and storytelling is driven by game mechanics.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
This issue goes to the root of RPG, PnP. If the GM had worked hours creating a massive dungeon, but the players decided to go do some other shit, either the GM forces the players back to the dungeon or creates a whole new content on-the-fly for them to explore.

Since developers can't make anything like that, they have to put the players on rails sighseeing the story, letting them choose wich track to follow now and them.

Derp edit: Luckly Bethesda created AWESHUM Radiant Story, that makes the story while you play! We are saved! :lol:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,845
Well, obviously the point of good storytelling (In PnP or video games) is to make the rails invisible by making the player WANT to follow them. It's retarded to make your most elaborate part of the world something nobody would have any particular reason to visit, much less put in within sight of something more compelling.

If the player feels like he should be able to simply skip the dungeon so he can wander off into uncharted territory to explore mostly empty wilderness, you've done a terrible fucking job at making the story interesting. The player should be dying to get to the end of that dungeon, whether for curiosity, greed, or revenge.
 
Joined
Apr 4, 2007
Messages
3,585
Location
Motherfuckerville
Hobo Elf said:
AAA games ARE too long, but only because devs don't know how to pace content properly or make it good. It's repetitive and tedious, thus, too fucking long. But if it was 30 hours of quality then then it wouldn't be too long.

Bingo. If the gaming industry had some sort of "editorial" (?) standards beyond cutting content due to either possible public objections to said content or a lack of time/resources to implement the content, there probably wouldn't be complaints of "too long", or at least they wouldn't be as loud. But this concept of trimming the fat is lost on developers. However, I find it hard to lay the blame for this mentality solely at their feet. There is a loud group of voices in the gaming community, constantly extolling the virtues of games that post a high "hours consumed" count.

"Fifteen hours? Ha! I got 100 hours out of Oblivion. That's fifty cents an hour! Look at the value in that!"

There's no accounting for quality here, 100 hours of shit that passes for "engrossing exploration" becomes a mark of good design, especially among more mainstream cRPG fans, to the point where devs market to them. Often you'll see developers boast of our 40+ hour main quest or something similar, without any mention as to what exactly those forty hours will play out like. But hey, if shit sells and customers clamor for it, why rock the boat?
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,426
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
"Fifteen hours? Ha! I got 100 hours out of Oblivion. That's fifty cents an hour! Look at the value in that!"

I've got 307 hours in Oblivion :) I've paid for it with all add ons included about $100, which makes it ~33 cents per hour. Look at the value in that! :) Though, much of that time was getting mods to work.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Awor Szurkrarz said:
No. He complains that dropping tons of story and cutscenes into game makes a low quality game story, not that story doesn't matter. A high quality game story is an integral part of the game and storytelling is driven by game mechanics.

Hence why SMAC example.

Yeah the 2nd time you play it the story isn't important (but what's important in this case is that on the 2nd playthrough the story becomes non-intrusive at all and even videos can be easily skipped, unlike "RPG" cutscenes) - but the first time it supports the game and the atmosphere a lot.

And it's pure quality too.

I've seen BG2 mentioned here. Oh BG2 did it rather good. Most of the time you can select the "shut the fuck up, let's dance" option and skip more text (which you read much faster than watch a shitty cutscene) at once. In "RPGs" you must watch the shitty cutscene. You must select retarded options once in a minute or two with none being "shut the fuck up".

For some reason devs believe that someone just has to listen to their shitty writing while watching their retarded pinoccios all the time even if it's of Uwe Boll quality (which in 95% cases is true) because cretins like to see themselves as movie directors.
 

Black_Willow

Arcane
Joined
Dec 21, 2007
Messages
1,866,286
Location
Borderline
SMAC had as much plot as Civilisation. Which isn't surprising, being it a Civilisation clone.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom