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The last poll looked at the ideal length for a cRPG and the results are pretty clear: you like 'em long. Over 100 hours held first place unequivocally with over 45% of the votes. The next was 40-60 hours with 25% over 60-80 hours at 16.5%, indicating that after those that like them as long as possible, the next camp is looking for a "sweet spot". 20 - 40 hours came in at 9% and under 20 hours didn't register a single vote.
Accompanying the poll was a Side Quest that looked at the limited time some gamers have and how designers might incorporate design changes to accomodate this. Quite a few comments were made along the lines of "a game should be as long as the design requires", which seems like pretty solid wisdom.
While we are still on the subject of the length of games, a couple of designer comments happened to hit the web this week that might be worth a look.
Epic designer Cliff Bleszinski made these comments to MTV.com (thanks VE3D) on the subject of costs and pricing:Still, the historical context doesn't pacify Bleszinski. "I'm a fairly successful video game designer who can afford a lot of $50 games," he said. "But there's a psychological barrier that I have there with a game that stinks that I spent $50 on. [It] still stings."
So he doesn't want $60. He doesn't want $50. "I would kill to have a [top-quality] game that's jam-packed with an amazing story and amazing moments and four hours long and costs 20 bucks." He said it's possible, if only the industry cut costs by making games shorter and sweeter, but that too many gamers and publishers demand 20-hour games that are filled with the padding of having gamers repeat the same tasks again and again.
It's worth noting that Cliff is an action designer, which may change his perspective...quite separately iHobo's Chris Bateman (Kult: Heretic Kingdoms) talked about structuring games for episodic content:All this leads to the obvious conclusion: if we could make games that were structured in TV season structure, we would be a step closer to the goal of producing episodic content - something many people in the games industry see of something of a grail at the moment. If your core game consists of, say, 3-4 episodes, you can then supply new episodes on (for instance) a monthly schedule (perhaps providing the first one for free). Then you can have the economic model of an MMORPG, but without the insane infrastructure costs. Not to mention you can spread your development costs, and consequently your risk. (You'd want to be using middleware, because you couldn't afford to be developing a custom engine).
I'd be interested to hear what our audience thinks of episodic content, so feel free to throw in some comments as well as anything you want to say on the new poll, which is on your preferred point-of-view.
The only two examples of episodic content I can think of off the top of my head have met mixed results. I doubt developers can deliver at the pace of one episode per month - are you prepared to digest that epic RPG in small chunks over several months or even years? |
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