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Lengthy Games 'On the Way Out,' Claims Spector

by Aaron Linde, Jun 17, 2008 7:40pm PDT

Ex-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.




Comments

33 Threads | 72 Comments



  • I'm ok with long games so long as they need to be long and it doesn't take something away from it. What I don't like is when it feels like the developer is padding the game length with crap to bring the time up longer. There are times in some games where you literally can almost see the developer throwing uninteresting shit in (along the lines of "throw 2 more enemies at 'em, make 'em run down this hallway here...uhm...oh yeah lets put a room here with some enemies...and lets just do the same sorta thing to eat up 15 minutes of their life"). I don't even mind if there's something about the core gameplay that gives me joy for that time...I mean FEAR could get repetitive but the combat was generally very good (mostly due to the AI) so it didn't bother me too much (though in some ways its kind of an offender on this front at times in the game...but its like eating a lot of something you like thats fairly ordinary but good for what it is...like say a good pizza...you (or well *I*) could eat that almost every day...and yeah it'd get boring...but you eat it every so often and you can come back to that and its ok...but I digress).

    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).


















  • I will be more than a little bit steamed if some of my favorite genres start getting a lot shorter.

    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?


  • So instead of making content players will never see due to absurd difficulty/annoyance in getting to it, we're just going to remove it all together! Which will basically kill any atmosphere a game has.

    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.




  • You know, maybe long games being hard to finish is more reflective of the poor writing (that doesn't draw you in and push you to continue for reasons other than gameplay) than the length alone. Elements like the way the levels or even the game itself are designed, "cool new stuff" in the case of RPGs (which tend to be longest) that is actually different rather than the same thing with bigger numbers, and particularly the story can all contribute to a game constantly feeling fresh and interesting despite being very long.

    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.