Did you hear, you're losing patience with 10 hour campaigns...

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http://www.gamespot.com/news/6324422/are-aaa-games-too-long

Develop 2011: "Gamers are losing patience" with 10-hour-plus games, say developers, while casual games have lowered gamers' expectations.


Who Was There: The session was made up of a five-person panel of designers and story writers: Charles Cecil, famous for his work on Broken Sword; Adrian Hon, chief creative officer of story developer Six to Start; Alexis Kennedy, chief narrative officer at Fail Better games; Patrick O'Luanaigh, CEO of indie developer nDreams; and writer David Varela.
What They Talked About: The panel discussed the relevance of narrative-based gameplay in today's world of casual and social games. Looking at recent AAA releases L.A. Noire and Heavy Rain--both heavily story-led--they debated whether their long length was still enticing for today's gamer. "Gamers are losing patience," said Kennedy, when asked about his own experiences with Heavy Rain, "so many people don't reach the end and lose the full impact of the story." He wasn't complimentary of its narrative either, questioning the benefit of basing a game on long-form narrative such as film, resulting in a "bastardised" storyline that doesn't quite work.
The panel was positive about other aspects of the game, though, praising its unique take on the adventure genre and not relying on traditional twitch- and skill-based gameplay mechanics. As to why gamers might not want a skill-based experience, Cecil weighed in, using examples from the adventure genre to show that "the way people play games has changed dramatically." Rather than the difficult or "contrived" puzzles of games like Broken Sword, the likes of Professor Layton showed that gamers wanted straightforward puzzles with a clear route of progression.
The panel also discussed how developers can incorporate narrative into casual and social games. The consensus was on implementing micro-narratives; that is, smaller bite-size storylines that can be consumed in the five-minute chunks that casual and social gamers play. While the point that social games might not necessarily have a definite end point was raised, the panel cited soap operas as an example of how ongoing storylines could work within a game environment. This could be aided by utilising social media to directly influence narrative and by implementing role-playing elements to further engage the player.
Quote: "There are people who role-play zero percent; they're dull f***ers. The people who role-play 100 percent; they're mental." Alexis Kennedy on how role-playing can influence a player's experience of narrative.
Takeaway: 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. As for the role of storylines, the panel was less conclusive, but all agreed that there's room for more in-depth narratives than the current crop of social and casual games are currently providing.
New Modern Warfare each month please... 60$ each, of course.
 
C

Chibibar

10 hour plus is too long?? what???

If it is going to be less than 10 hour, I want a lower price then!
 
Yeah, this is wrong, but then it's the standard "There's a trend so it must mean it applies to everyone" silliness that's always in the news.
 
My first thought was: Maybe it's not the length but the pacing of your game. Ever been to a 90 minute movie that drags on and on? That might be your game.
 
It depends. I loved Portal 2 and beat the single player in aroud 7-8 hours, maybe 4-5 for the co-op.

On the other hand, I've played through Mass Effect 2 (about 35-40 hours total) three times now.

And tallying up the time I've spent in open-ended games like WoW or The Sims would probably make me cry.
 
C

Chibibar

It depends. I loved Portal 2 and beat the single player in aroud 7-8 hours, maybe 4-5 for the co-op.

On the other hand, I've played through Mass Effect 2 (about 35-40 hours total) three times now.

And tallying up the time I've spent in open-ended games like WoW or The Sims would probably make me cry.
Ah. The Sims :) good time. (bought the expansion)
 
I've got all the goddamned expansion for the Sims 3. It would also make me cry if I stopped to count up how much money I've spent on this game.
 
C

Chibibar

I've got all the goddamned expansion for the Sims 3. It would also make me cry if I stopped to count up how much money I've spent on this game.
heh. My wife got it early (collector's edition and all) I got all mine from Steam sales. So did my wife again so we don't have to dig for all the CDs for it.

Yea..... lots of money goes into Sims (more than WoW for us) also we BOTH play Sims online for a while (about a year) with my sister and her husband.
 
Yeah. The main issue is with the phrase "losing patience." Nobody's losing patience. But the target demographic is bigger, and the patient people now make up a smaller proportion of it.
 
C

Chibibar

You see, you guys are all looking at it from the perspective of someone who grew up on big games. This panel is looking at it from the perspective of newer entries into the gaming market.

Just the other day, my stepson was bitching about how Total War:Shogun 2 pissed him off because he'd been playing it for 3 or 4 straight days and hadn't beaten the main storyline with his first clan yet.

From where I can see, these guys are spot on: The market's trending toward more casual games.
I see what you mean. I don't like the trend that it is leading. I understand that the demographic is larger (people who want shorter games) but coming from playing games that takes weeks to finish if not months, I like my value of my money.

Now games starting cost from 50-70$ depending on the system you are getting for and play only for 10 or less hours? bleh!
 

Dave

Staff member
By this logic we should not have games like Fallout, any of the Ultima games, Elder Scrolls, etc. Hell, might as well scrap Skyrim! MMOs? Fuck 'em! People want Angry Birds and Farmville!

Civilization? Nope. We need to cater to the casual gamer! They don't want big sprawling strategy games.

Can I be done with sarcasm now?
 
From where I can see, these guys are spot on: The market's trending toward more casual games.
I assumed everyone understood i was raging against that...

But lets face it, it's also the developers fault for going for the easy bucks at the expense of actually making games... i mean we're talking abut a industry that got started because of guys who wanted to make games for fun...
Added at: 20:08
People want Angry Birds and Farmville!
. We need to cater to the casual gamer! They don't want big sprawling strategy games.
The funny thing is that those games probably make them play more then 10 hours a week (hell, i play Angry Birds an hour a day just going to and coming from work - gods, public transport is the worst, hell is other people indeed) while doing the same few things over and over...
 
C

Chibibar

By this logic we should not have games like Fallout, any of the Ultima games, Elder Scrolls, etc. Hell, might as well scrap Skyrim! MMOs? Fuck 'em! People want Angry Birds and Farmville!

Civilization? Nope. We need to cater to the casual gamer! They don't want big sprawling strategy games.

Can I be done with sarcasm now?
Wasn't there a thread that game like Civ is dying ;)

I don't think we may not see anything new, but may see less of them compare to "new game release" line up.
 
I can kind of see what they're saying. If I go back and think of all the games I tend to play and replay it's probably shorter ones or at least mission based ones. I can go into Goldeneye or Call of duty and play a mission or two in under an hour. Sometimes that's all the time I really have to put into a game. That's harder to do in other games like, let's say, final fantasy.

I'm playing oblivion right now, for the first time, and honestly the thought of going back and having to do the first dungeon again but this time focusing more on being a Mage is a little unappealing.

To me the best solution is to instead focus more on content that can appeal to both the casual gamer and the "hardcore" by providing games that are still long but broken up into easier to swallow segments.
 
I can kind of see what they're saying. If I go back and think of all the games I tend to play and replay it's probably shorter ones or at least mission based ones. I can go into Goldeneye or Call of duty and play a mission or two in under an hour. Sometimes that's all the time I really have to put into a game. That's harder to do in other games like, let's say, final fantasy.

I'm playing oblivion right now, for the first time, and honestly the thought of going back and having to do the first dungeon again but this time focusing more on being a Mage is a little unappealing.

To me the best solution is to instead focus more on content that can appeal to both the casual gamer and the "hardcore" by providing games that are still long but broken up into easier to swallow segments.
*writes down phil's name...

Waits for teh revolution to come...
 
You know how many copies of Angry Birds have been sold? Over 12 million.
WRONG!!!

It's free on Android! Sure, there are adds, but they go away if you turn off the internet connection... and if you want your battery to last you keep it off while not using it.

So it's not 12 million sold... and that's not even taking into account the price difference (the dev costs don't really come in if you're just comparing sale numbers).
 


No, that 12 million is the actual iPhone sales figures. It's probably on the low side, given that those numbers are from several months ago. Total downloads for Angry Birds topped 250 million last month.

 
I'm guessing that includes all 3 different versions... (the 250).

And not all iPhone d/l where actually paid for:
Since release, the free, limited version of Angry Birds has been downloaded more than 11 million times for Apple's iOS, and the full-featured paid version has been downloaded nearly 7 million times as of September 2010.
....

In December 2010, in honor of the one-year anniversary of the release of Angry Birds, Rovio Mobile announced that the game had been downloaded 50 million times, with more than 12 million on iOS devices[3] and 10 million on Android.[46] By June 2011, the game had reached 250 million downloads, including Angry Birds, Angry Birds Seasons and Angry Birds Rio.[47]


Of course if Oblivion was 0.99 i'm guessing it would have sold a lot more too (too bad it costs way more to make).

 
Eff companies like Rovio, Zynga and Gameloft. Making boatloads of money knocking off other people's ideas utterly wholesale (Gameloft especially, what a despicable company).
 
I see this more as "We're saying this to excuse selling short games for $60."

They can see my middle finger as an invitation to fuck themselves.

I buy shorter games... when they hit $20 resale at Gamestop. It amazes me that a 55-hour game like Dragon Age: Origins can go for the same price as 8-hour God of War 3.
 
C

Chibibar

I see this more as "We're saying this to excuse selling short games for $60."

They can see my middle finger as an invitation to fuck themselves.

I buy shorter games... when they hit $20 resale at Gamestop. It amazes me that a 55-hour game like Dragon Age: Origins can go for the same price as 8-hour God of War 3.
That is how I see it. If it is too expensive (IMO) then I'll wait for a sale. I got tons of game to play in the mean time.
 
I see this more as "We're saying this to excuse selling short games for $60."

They can see my middle finger as an invitation to fuck themselves.

I buy shorter games... when they hit $20 resale at Gamestop. It amazes me that a 55-hour game like Dragon Age: Origins can go for the same price as 8-hour God of War 3.
I don't know the budget to DA:O but I know the budget for GoW3 was 44 million. It may not be as long, but should game length be the only factor in determining what a game is worth?

I sure as shit would rather watch a well paced enjoyable film of 100 minutes in length than say, something like Titanic.
 

Necronic

Staff member
Look at all these old folks bitter that the ADD youg 'uns are defining game developer trends.

You mad bro?

But yeah I don't think there's any real argument that ventures like Popcap are more profitable than Bethesda. But that doesn't mean there's not a place for both.
 
I don't know the budget to DA:O but I know the budget for GoW3 was 44 million. It may not be as long, but should game length be the only factor in determining what a game is worth?
The consumer should not give a rats ass how much something costs to make, just how much enjoyment he/she gets out of the product... otherwise the whole price balancing system capitalism uses (sorry, i don't remember the english term) won't work as well as it should...

I sure as shit would rather watch a well paced enjoyable film of 100 minutes in length than say, something like Titanic.
But would you enjoy one that's 45 minutes? Coz that's more accurate of an analogy.
 
Look at all these old folks bitter that the ADD youg 'uns are defining game developer trends.

You mad bro?

But yeah I don't think there's any real argument that ventures like Popcap are more profitable than Bethesda. But that doesn't mean there's not a place for both.
I really don't think the market is turning that way aside from "it's cheaper to make a shorter game." I doubt anyone is saying they want less for their money.
 
I never thought I would see the day when patience is considered some old, out-of-touch trait while being impatient was seen as a perfectly accepted norm. That's fucking sad.
 
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