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Length

Game length is a fairly interesting facet of design as it’s one of the most complained about but least praised aspects of many games, by both critics and consumers alike. How many times have you heard someone say that the length of a game is great? It happens, but it’s rare. Maybe it’s one of those things that you don’t appreciate until it’s wrong.

Interestingly, we hear people complain that games are too short all the time. Ignoring multiplayer aspects, I’m curious to know what the yardstick for length is, and if that’s a real number that complainers have come up with on their own, or if they’ve just heard that 10 to 12 hours is about right and are sticking with that notion, even if a short game is perfectly paced and wraps up nicely.

Why is that? Once a movie gets to the two-and-a-half hour mark it’s generally considered to be quite long, and it’s pretty rare that you’ll find a film that hits three hours. So why is it that we, or at least many vocal gamers who tend to speak for the quieter majority, expect a game to be four or five times the length of a film?

From my point of view (the perspective of which has changed over the years), I think most games are too long. I remember when I didn’t feel this way, back when I wasn’t married with a two-year-old at home and games were used to fill much of my free time. When I could kill five hours a night playing games, having a title stretch out over the span of a few days seemed welcome. Nowadays I’m lucky if I get in five hours over the course of a week.

Going back to the movie length comparison that I touched on, there is notably the difference that you’re supposed to watch a film in one sitting and that a gaming session can really be of most any length and number of sessions. That is indeed a big difference, but the number of sessions that you spend with a game is, at least in the case of this argument, irrelevant.

Instead, there are two main positive things that films offer but games don’t, both of which you can attribute to their far shorter time commitment. First, theater-going costs aside, you can take a risk on a film that you think might only be OK and see it through to the end. It’s only two hours – you can watch something else afterward, tomorrow night or what have you. If you know it’ll take you 10 hours to complete a passably fun game, and you’ve got something else that you’re sure will be more entertaining to do, that 10 hour commitment makes for a hard argument. This is especially true if, like in my case, that eats up two weeks or so of free time entertainment.

Secondly, movies are far more capable of multiple viewings than games are multiple playthroughs simply because of the time investment. I’d love to play through Metal Gear Solid 4 again, but I simply don’t have the time right now, especially with a backlog of other games that I still need to play. On the flip side, I can watch Ferris Bueller’s Day Off for the thousandth time tonight and do something else tomorrow.

With games costing $60 these days, there’s certainly the element of value (perceived or real), which is where I think all of this comes from. Rather than stretching what might otherwise be a tight storytelling experience into something that players feel is a fair value, however, I think the best way to handle that is to add plenty of side or alternate content. Fallout 3 is a perfect example of this – you can play through the main story part pretty quickly if you’re short on time, but there is so much side content that you can spend hundreds of hours exploring the Wasteland if you want to. GTA, though also filled with side missions and challenge, is different; there’s tons of side stuff to take on if you want, but the main story is still very long. It’s not something that you can easily finish in a weekend.

Games known for multiplayer have it pretty easy. Some folks view the single-player portion as an added bonus, so if it’s only five hours long then so be it. If you’re creating a single-player-only title that doesn’t really have a lot of room for side quests, then this becomes a much trickier puzzle to solve. In Heavy Rain’s case, there was a fair bit of replay draw to see what the different endings might be. Had the game been more straightforward with only a couple different outcomes (ignoring the core gameplay implications this implies), it likely would have been hit a lot harder on length.

Categories: Design
  1. Scott
    July 11, 2010 at 2:56 pm | #1

    Good read.

  2. Devil240Z
    July 11, 2010 at 2:59 pm | #2

    Totally agree. I find alot of games to be too long for me to commit to finishing them rather than move on to a different newer game. I wish there were shorter games out there to play. Games that maybe cost in the 10-20 dollar range and can be beaten in three to five hours and have some kind of narrative and aren’t just arcadey games like shatter or geometry wars which are both great games and at a cheap price but contain zero narrative.

  3. July 11, 2010 at 4:11 pm | #3

    Great read.
    I’ve also run into the same problem of not having enough time to play as I’d like and can’t agree more the length of games seem too long. While I think they need to in order to justify the $60 price tag, I do think there should be a market for cheaper shorter games. Otherwise, guys like you and me will be left to watch our backlogs grow and grow.

  4. Christian
    July 14, 2010 at 2:22 pm | #4

    There was an article on Kotaku on this subject last week in which a developer claimed he had pegged the perfect length of the RPG. (http://m.kotaku.com/5583150/the-ideal-length-of-a-role-playing-game-is)
    Personally I don’t think there is a magic number for length. I mean imagine the main story of Oblivion or Fallout being 40 hours. It would just end up diluted (like Dragon Age IMO). I like the idea of games being divvied into subgroups based on length, not unlike television media i.e. Movies, network television, specials, etc.

  5. July 25, 2010 at 7:37 am | #5

    If a game is good enough to justify it’s length then I really don’t mind. For example, if Shadow of the Colossus required me to fight through 50 different colossi to get to the end, I would gladly oblige just because that game was so damn good.

  6. don
    September 4, 2011 at 12:23 pm | #6

    When this generation first came out I would railagainst games that were “too” short recently my opinion has changed.
    When I look back at games I played groing up I used to never complain that I could come home and finish Contra or Mario in less than a minute. Adjusted for inflation those games cost more than games do now.

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