Lengthy Games 'On the Way Out,' Claims Spector
by Aaron Linde, Jun 17, 2008 7:40pm PDTEx-Ion Storm developer and Deus Ex series creator Warren Spector expects to see shorter games as development budgets continue to escalate.
"Game costs are going to be $35-40 million, even $100 million, and the expectations are huge," Spector said at last week's Game Education Summit, going by Gamasutra. "You have to differentiate yourselves. One-hundred hour games are on the way out."
"How many of you have finished [Grand Theft Auto IV]? Two percent, probably. If we're spending $100 million on a game, we want you to see the last level," he continued.
"Building a game is as complex as making as a Hollywood movie... It used to be that you could trade off gameplay for graphics, but you can't do that anymore ."
Spector, who now serves as creative director at the Disney-owned Junction Point Studios, also offered some criticism as to the industry's current creative focus.
"I love working with Disney because I'm so tired of making games about guys in black leather carrying guns," he admitted. "I don't want to make those any more."
Junction Point Studios has not yet released or announced any games, but has issued a sole piece of concept art. In addition to Deus Ex, Spector also contributed to some of the most beloved titles in PC gaming history, including Looking Glass's System Shock and Thief: The Dark Project.
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Comments
Clearly it didn't need to be 4 times as long to be good or sell well.
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I guess what I'm saying is that devs need to either mix things up (I don't even mean visually so much as just keep creative with what you have players doing...though visual variety is a good thing) or you need to have gameplay that diverges with multiple play-throughs. Super Mario Galaxy was excellent in this regard (with regard to the first idea that is)...I mean if that game was 100 times bigger but kept up the pace of mixing it up like it did I wouldn't have felt bored by the end. FEAR was repetitive as hell (visually and otherwise), but the AI meant that I could reload a point in the level and toy with the enemy...and if I can do that...then fighting those same enemies over and over again is ok because I'm not always going to be fighting the same fight on different levels (one thing I loved about Crysis was the adaptability of the AI...I had some really interesting fights in that game...and I'd often (after fighting through an area) reload an earlier save point to see how I could do things differently...I do that a lot with games and Crysis was one that rewarded that the most until the end stuff).
PUPPIES!!!!!!
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Look at Diablo 2
Max payne
Resident Evil
Halo
All those gams are some what short and people played them for years and years after beating it. esp . Diablo 2. if the game is good it doesn't matter how short it is.
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There you have your explanation for Deus Ex 2. He saw it as a game about a guy in black leather carrying guns. Don't look any further.
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You can pick which ever chapter from the get go.
obviously rpgs like Oblivion wouldn't really work well that way, but action and adventure games can be done like this
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4x games should be very long. My GalCiv2 campaigns probably take well over 100 hours to complete. I wouldn't have it any other way.
The best RPGs tend to be very long as well. Baldur's Gate 2 was a monster in terms of gameplay hours compared to more recent RPGs, and it never got tedious or drawn out.
That is not to say that games should have their play time padded out just for the sake of it. If you don't have any more worthwhile content to add to the game, then stop adding content. I played through Mass Effect (PC) recently, for example. I wonder whose bright idea the uncharted planets were? Did they serve any purpose other than adding play time, or giving Xbox players tedious shit to do for Achievements? They sure as hell weren't there to give the player something fun to do. Oblivion is another good case. Why throw dozens of dungeons into the game if you're only going to make a few of them interesting?
i finished gta4 and i dont finish that many games. its the longest game ive ever finished.
Anyone remember the Haunted Library in Thief 2? Finding out what happened gave you no rewards or bonus, but damn did that little addition make the game feel more real.
Finding a bunch of pigeons in GTA4?...not so much fun. If at any point in time the "extra content" in your game requires the player to have a guide or spend 1000 hours going over you game with a fine-toothed comb, you've over-designed your game.
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All other games SUCK.
I've not finished GTA4 but i am still playing it, not everyone plays games 12 hours a day.
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New game mechanics could also extend the player retention of long games, but that is liable to be confusing and isn't really ideal. Nobody likes a game that introduces a new mechanic 50 hours in, unless it's done very well.
Spector's general statement is correct, that games probably will be shorter, but I don't think it's as inevitable as he makes it out to be. Just because long games tend to be hard to finish or dull as they proceed, doesn't mean that it is necessarily so. Perhaps developers need to be examining the way they design games, as well as their target audiences.
I hope long games will still exist, not for the sake of long games, but because there is a lot of potential for long games to be just as good as short ones, if properly executed. It's definitely harder, though.