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Game completion rates are pretty low


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#51
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Lord Phoebus wrote...

Luc0s wrote...

It's not only gameplay that drives the player to keep playing, but also the narrative of the game. This does not apply to online multiplayer games (not really), but for singleplayer games this is totally true.


That depends a bit on the genre, for RPGs the narrative tends to be important, but games like Diablo, Doom, and pretty much any sports game don't have much in terms of narrative.

What a game needs is story development and/or an internetsing learning-curve that keeps the gameplay interresting through the whole game.


Yes, but if a game is too short there isn't sufficient time for that story to develop or for the gameplay to develop beyond the tutorial stage.

When you make a longer game, you are making it harder to keep your game interesting. Its way harder to keep a long game interesting from start to finish than a short game.


I disagree, because with a short game you aren't giving the player enough time to get attached to the characters or become emotionally invested in the setting.  If the game is short, you're limited in the complexity that you can offer the player because they won't be playing long enough to learn that complexity.  Simply put you could never create a game with a 4 hour campaign I would enjoy, because in 4 hours you couldn't present a system that was complex enough that I would want to replay and try different tactics. If I think about the games where I've enjoyed the gameplay, they've all been complex and made use of most of the keys on a standard keyboard, you can't expect someone to learn that system to the degree that it feels natural if the campaign is short.  It takes a while for muscle memory to form.

I suppose this is a topic where we'll have to agree to disagree.


I think you're totally missing the point here.

You're arguing about too short games, while I'm arguing about too long games.

I agree that too short games are not good, but I also disagree with the statement "longer = better", an statement you seemed to make earlier.


I understand that you don't like game that are TOO short (I agree on that), but "longer = better" is simply just not true.

#52
Lord Phoebus

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RinpocheSchnozberry wrote...

Lord Phoebus wrote...

Spatia wrote...
 a great but short game 


A great short game is an oxymoron.


Portal.  Rebutal refuted.


I didn't like it, refution refuted.

#53
RinpocheSchnozberry

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Lord Phoebus wrote...

RinpocheSchnozberry wrote...

Lord Phoebus wrote...

Spatia wrote...
 a great but short game 


A great short game is an oxymoron.


Portal.  Rebutal refuted.


I didn't like it, refution refuted.


Irrelevent.  Fact remains that Portal is a great game.

#54
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Lord Phoebus wrote...

RinpocheSchnozberry wrote...

Lord Phoebus wrote...

Spatia wrote...
 a great but short game 


A great short game is an oxymoron.


Portal.  Rebutal refuted.


I didn't like it, refution refuted.


Portal and Portal 2 both scored really high in almost all reviews. Lots of people like Portal and both games sold really well.

Portal and Portal 2 are great games.


The refution from RinpocheSchnozberry still stands.

#55
Lord Phoebus

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Luc0s wrote...

Lord Phoebus wrote...

Luc0s wrote...

It's not only gameplay that drives the player to keep playing, but also the narrative of the game. This does not apply to online multiplayer games (not really), but for singleplayer games this is totally true.


That depends a bit on the genre, for RPGs the narrative tends to be important, but games like Diablo, Doom, and pretty much any sports game don't have much in terms of narrative.

What a game needs is story development and/or an internetsing learning-curve that keeps the gameplay interresting through the whole game.


Yes, but if a game is too short there isn't sufficient time for that story to develop or for the gameplay to develop beyond the tutorial stage.

When you make a longer game, you are making it harder to keep your game interesting. Its way harder to keep a long game interesting from start to finish than a short game.


I disagree, because with a short game you aren't giving the player enough time to get attached to the characters or become emotionally invested in the setting.  If the game is short, you're limited in the complexity that you can offer the player because they won't be playing long enough to learn that complexity.  Simply put you could never create a game with a 4 hour campaign I would enjoy, because in 4 hours you couldn't present a system that was complex enough that I would want to replay and try different tactics. If I think about the games where I've enjoyed the gameplay, they've all been complex and made use of most of the keys on a standard keyboard, you can't expect someone to learn that system to the degree that it feels natural if the campaign is short.  It takes a while for muscle memory to form.

I suppose this is a topic where we'll have to agree to disagree.


I think you're totally missing the point here.

You're arguing about too short games, while I'm arguing about too long games.

I agree that too short games are not good, but I also disagree with the statement "longer = better", an statement you seemed to make earlier.


I understand that you don't like game that are TOO short (I agree on that), but "longer = better" is simply just not true.


I'll agree that a game can be too long, I would probably use the Elder Scrolls games as an example of this, but at the same time where do you draw the line.  For myself, it's probably around 20 hours, less than that and I start feeling the developer was unambitious and trying to rip me off. 

With DA:O I think it took me 40 hours my first playthrough and about 20 on subequent playthroughs (because I soloed, which speeds up combat immensely once you hit the coast point and I read the subtitiles instead of waiting for VA), to me the problem with the plot is that it's the same basic plot as KotOR and Mass Effect and I felt it was padded out a bit too much in the game.  However BG2 is significantly longer than DA:O and I was left wanting more when the game ended.  That said I think there were many missed opportunities with DA:O, if they expanded more on the civil war in Orzammar instead of the long dungeon crawl through the deep roads and extended the sack of Denerim with challenging enemies and side quests that actually showed the horror of the massacre of the human population by the darkspawn (really stir up some pathos) I probably would have felt it was the right length.  It was a setting where they had more than enough material to make 40+ hour game that wouldn't feel tedious, but they didn't.

#56
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Lord Phoebus wrote...

I'll agree that a game can be too long, I would probably use the Elder Scrolls games as an example of this, but at the same time where do you draw the line.  For myself, it's probably around 20 hours, less than that and I start feeling the developer was unambitious and trying to rip me off.  

With DA:O I think it took me 40 hours my first playthrough and about 20 on subequent playthroughs (because I soloed, which speeds up combat immensely once you hit the coast point and I read the subtitiles instead of waiting for VA), to me the problem with the plot is that it's the same basic plot as KotOR and Mass Effect and I felt it was padded out a bit too much in the game.  However BG2 is significantly longer than DA:O and I was left wanting more when the game ended.  That said I think there were many missed opportunities with DA:O, if they expanded more on the civil war in Orzammar instead of the long dungeon crawl through the deep roads and extended the sack of Denerim with challenging enemies and side quests that actually showed the horror of the massacre of the human population by the darkspawn (really stir up some pathos) I probably would have felt it was the right length.  It was a setting where they had more than enough material to make 40+ hour game that wouldn't feel tedious, but they didn't.


And thus we come to my conclusion that I already drew in my previous posts, that games CAN be too long and that iti's actually HARD to keep a long game fun from A to Z.

DA:O would have been more enjoyable if the gameplay was shorter and/or faster, or if the narrative was richer and more fleshed out.

Again, like GTA4, Dragon Age Origins certainly wasn't a bad game, it was just too long in comparison with what the game had to offer. It was too repetitive and the narrative was not interesting enough to keep me focused through the entire game.

I did finish DA:O twice, but I really don't feel like beating it a third time.


So, as we both can see now: longer =/= better.

Modifié par Luc0s, 19 août 2011 - 03:58 .


#57
Lord Phoebus

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Luc0s wrote...

And thus we come to my conclusion that I already drew in my previous posts, that games CAN be too long and that iti's actually HARD to keep a long game fun from A to Z.


I'll conceed that a game can be too long, but I disagree that is any harder to keep a long game fun from A to Z than it is to keep a short game fun from A to Z. 

So, as we both can see now: longer =/= better.


Longer is not necessarily better, but shorter is not necessarily higher quality.

Modifié par Lord Phoebus, 19 août 2011 - 04:26 .


#58
slimgrin

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Pacing plays a crucial role. To me, ME1 seems much longer than it really is due to excellent pacing. TW2 is considerably longer, but feels a tad too short. Both TW1 and DA:O could have used some trimming in game time because of repetitive quest design.

I don't buy the blanket statements of 'games can be too long' or 'quality over quantity'. These are rather trite conclusions and completely ignore the element of successful game design. I'll take a good long game over a good short one any day.

Modifié par slimgrin, 19 août 2011 - 04:51 .


#59
Spatia

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Lord Phoebus wrote...

Spatia wrote...
 a great but short game 


A great short game is an oxymoron.


I mean a short game where the gameplay is great while it lasts, as opposed to the short length of the game being a factor of it being a great game.

Sure you sometimes get games you wish were longer, but personally I'd prefer that over a game that drags on as at least you finish it with happy memories of playing it. Also, some games just don't suit long campaigns. Imagine Portal being 60 hours long... actually I just can't.

One thing I will say though is that I expect short games to have some replay value.

#60
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Lord Phoebus wrote...

Luc0s wrote...

And thus we come to my conclusion that I already drew in my previous posts, that games CAN be too long and that iti's actually HARD to keep a long game fun from A to Z.


I'll conceed that a game can be too long, but I disagree that is any harder to keep a long game fun from A to Z than it is to keep a short game fun from A to Z. 


It's obvious that longer games are harder to keep fun from A to Z, because you have to make more content, without getting repetitive and without loosing quality. This is not something you can disagree with, because it's a fact.

Portal is such a good game BECAUSE it's not very long. I think Portal would have gotten repetitive and boring really quickly if it was twice as long. 

Trying to design 20 unique and challenging puzzels is easier than trying to design 40 unique and challenging puzzels. It's not rocketsciene. Think about it, it's totally friggin obvious.

Modifié par Luc0s, 19 août 2011 - 05:14 .


#61
slimgrin

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Luc0s wrote...


Portal is such a good game BECAUSE it's not very long. 


It's a good game because of good game design.

#62
Volus Warlord

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I won't buy a game for single player if single player consists of <10 hrs of gameplay.

Cmon. if it's a 5 hour campaign with zero replay value, and multiplayer is either deserted or unexceptional, you are paying $12 an hour if the title costs $60.

For a point of reference, in ME2, a rushed playthrough could easily go for 20 hours, and more thorough ones 40 or more. That is $3 an hour for a rushed playthrough, assuming I do not complete multiple playthroughs. Which I, and countless others, did.

So, even if quality of those hours is about the same, which is of better value?

#63
naughty99

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Luc0s wrote...

I think the reason why people don't finish their games is because there are so damn many!

Back in the old days, only 5 or 6 good games got released. I remember that I got 3 new games for my SNES every year.


Right now, so many GOOD games get released! And I wanna try them all! Because I want to try out all these good games, I hardly get time to finish them all, especially because since I became a game-design student, I hardly have time left to actually play games for fun.

I think I have about 20 games for my old SNES, while I have well over 50 games for my Xbox 360. I also have about 15 (modern) PC games. I think those numbers speak for themselves.


This is true - I have probably 70 or 80 games in my Steam library as a result of taking advantage of various insane sales deals. A good chunk of them came in packages and I will probably never play them, but the rest, I do plan to finish....eventually

#64
Lord Phoebus

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Luc0s wrote...

It's obvious that longer games are harder to keep fun from A to Z, because you have to make more content, without getting repetitive and without loosing quality. This is not something you can disagree with, because it's a fact.


It's opinion not fact.  With a shorter game you're under the constraint of brevity, a larger portion of your game has to serve as a tutorial unless you simplify the gameplay.  If you simplify the gameplay you have to hope that you simplified the right thing and it really hooks the player.  When you remove options from the player, you have to work harder so that the player doesn't miss the options.  Your characters and plot have to be particularly pithy to stand out and be memorable, and you have edit and precis your work.  From a fundamental game design perspective, creating a short game that a player will enjoy is very difficult.  There are challenges associated with a short game, just as there are challenges associated with a long one, don't pretend otherwise. 

Each additional hour of gameplay is cheaper for the developer to produce than the previous hour, because they've already developed the engine, art resources, etc. that speed up the development process.  Sometimes it's easier to write an AI system that generates random encounters, than it is to write a short impactful quest and the former adds more gameplay hours than the latter and doesn't always come off as padding.  With a rich setting it can be easy to come up with ideas for new quests.  With a small game, telling the story you want can be difficult.

Portal is such a good game BECAUSE it's not very long. I think Portal would have gotten repetitive and boring really quickly if it was twice as long. 


Portal had to be short because it was built around gimmick, and if it was longer people would have seen through the gimmick.  I never saw the game as anything more than a gimmick which is why I didn't enjoy it.  That said the gimmick was the portal cannon.  If another developer wanted to create a portal like success they would have to come up with a gimmick that was just as enjoyable as the portal cannon (but not the portal cannon or any other gimmick that was previously used in a game), that kind of innovation is at best pure luck and most of the time very hard to come by.

#65
naughty99

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Volus Warlord wrote...

I won't buy a game for single player if single player consists of <10 hrs of gameplay.


I won't buy any game for $50-60 if single player consists of <80-100 enjoyable hours of gameplay.

might buy such a game when it goes on sale, but even Portal 2 at $30 is still too expensive for me - it works out to around $3.75 per hour of entertainment value. That's worse than putting quarters in an Arcade game.

Most of the games I have ever purchased work out to less than $0.10 per hour of entertainment value

Modifié par naughty99, 19 août 2011 - 05:58 .


#66
grregg

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naughty99 wrote...

Volus Warlord wrote...

I won't buy a game for single player if single player consists of <10 hrs of gameplay.


I won't buy any game for $50-60 if single player consists of <80-100 enjoyable hours of gameplay.

might buy such a game when it goes on sale, but even Portal 2 at $30 is still too expensive for me - it works out to around $3.75 per hour of entertainment value. That's worse than putting quarters in an Arcade game.

Most of the games I have ever purchased work out to less than $0.10 per hour of entertainment value



That type of calculation made perfect sense to me 20 years ago when the limiting factor in my gaming was the amount of money I had. But these days, it's the time that I lack, so whether I pay $0.1 or $10 per hour does not make much difference really given how little time I can actually spend playing.

And that's why games like DA:O are frustrating. I rather liked its beginning and I enjoyed the ending, but it forced me to spend too much of my precious, limited gaming time on killing bloody hurlocks/shades/cultists for the umpteenth time in order to get to the good part.

#67
RAF1940

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I'd say my completion rate is around 40%.

#68
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Luc0s wrote...

Lord Phoebus wrote...

Luc0s wrote...

And thus we come to my conclusion that I already drew in my previous posts, that games CAN be too long and that iti's actually HARD to keep a long game fun from A to Z.


I'll conceed that a game can be too long, but I disagree that is any harder to keep a long game fun from A to Z than it is to keep a short game fun from A to Z. 


It's obvious that longer games are harder to keep fun from A to Z, because you have to make more content, without getting repetitive and without loosing quality. This is not something you can disagree with, because it's a fact.

Portal is such a good game BECAUSE it's not very long. I think Portal would have gotten repetitive and boring really quickly if it was twice as long. 

Trying to design 20 unique and challenging puzzels is easier than trying to design 40 unique and challenging puzzels. It's not rocketsciene. Think about it, it's totally friggin obvious.


True.

#69
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Lord Phoebus wrote...

It's opinion not fact. 


No it's not an opinion, it IS a fact. Trust me. I'm a game-design student. I can speak from experience that we all find it harder to create a long game with a high quality than a short game with a high quality, mainly because it's just so much more work and as I said, it's already hard to come up with 20 different unique puzzels, imagine how hard it is to come up with 40 different unique puzzels.

A longer game = more content = more work for the game designer = more factors and variables to keep in mind = harder to keep track of everything and keep everything balanced = harder to make a good game.


Lord Phoebus wrote...

With a shorter game you're under the constraint of brevity, a larger portion of your game has to serve as a tutorial unless you simplify the gameplay. 


Rule no.1: Tutorials are BAD and should be avoided if possible, or kept really short.

The best thing is to intergrate the "tutorial" with the gameplay itself, so that the player learns while actually playing the game and not by going through a tutorial. Tutorials are generally boring and not fun. Tutorials feel forced on the player and it breaks down the suspense of disbelief. Most players just skip through a tutorial as fast as possible, and this is true.

Better to keep the tutorial as short and simple as possible and if you think the game can go without an tutorial, avoid the tutorial alltogether.

Tutorials should only be in a game if they are REALLY needed.

So, that makes your statement false. Unless you were actually talking about the learning-curve of the game in general. But learning-curve =/= tutorial.


Lord Phoebus wrote...

If you simplify the gameplay you have to hope that you simplified the right thing and it really hooks the player.


Rule no. 2: Depending on the genre, simplified gameplay, or more accurately, simplified game-mechanics, are a GOOD thing. Most genres actually benefit from simplification, so we as designers can put more emphasis on those few mechanics that actually make the game really awesome.

Look at Super Mario Bros for example. That game is really extremely simple gameplay-wise. It doesn't need a tutorial and everyone can play it almost right away. Yet the game is incredibly fun, addictive and it's super popular and for good reasons!


Lord Phoebus wrote...

When you remove options from the player, you have to work harder so that the player doesn't miss the options.
Your characters and plot have to be particularly pithy to stand out and be memorable, and you have edit and precis your work.  From a fundamental game design perspective, creating a short game that a player will enjoy is very difficult.  There are challenges associated with a short game, just as there are challenges associated with a long one, don't pretend otherwise. 


As a game-designer, I design my games not by removing options, but by only adding options that are needed and/or wanted. What I use is the MoSCoW style of designing. MoSCoW stands for: Must, Should, Could, Would.

I start with the most fundamental mechanics. Those are "Must". They come first because without them, the game won't work.

Then I do "Should", those are options and/or mechanics that should be in the game to make it fun. Without them, the game most likely isn't fun.

Then I do "Could". Could are extra options that can be intergrated in the game if there is time left. Everything in "could" is something we as designers can try out and actually run playtests for to find out if the option actually adds anything to the gameplay.

Finally, there is "Would". Everything in "Would" are options and mechanics that we would have intergrated in the game, if it didn't make the game worse. Options that are in "Would" are often options that can be left out and won't be missed, or options that we think can't be intergrated in the game.


If you design a game with a MoSCoW list, there are hardly options removed. At most, we left out options on purpose because they were on the "Would" list.


Lord Phoebus wrote...

Each additional hour of gameplay is cheaper for the developer to produce than the previous hour, because they've already developed the engine, art resources, etc. that speed up the development process.  Sometimes it's easier to write an AI system that generates random encounters, than it is to write a short impactful quest and the former adds more gameplay hours than the latter and doesn't always come off as padding.  With a rich setting it can be easy to come up with ideas for new quests.  With a small game, telling the story you want can be difficult.


In a small game, it's much easier for the writers. In a large game, you have to write extra narrative for the extra content, which is more work and it's actually hard if the story already has everything it needs.

A small game is also much easier for the programmers. It means less programming, less bug-testing and less keeping track of everything. It's true that you can develop a random enemy-encounter or a random quest-generator or stuff like that, but does that really add to the game? Does that really make the game better? If anything, it makes the game worse. There is nothing artistic or special about a random enemy-encounter or a random-generated quest. Maybe Skyrim will prove me wrong, but so far I believe this is true.

The keyword is pacing. Games are all about proper pacing, gameplay-wise and narrative-wise. If you write a story that can be told in 12 hours of gameplay, then you shouldn't try to make a 24-hours long game out of it. Players will feel as if the progression in the game is going too slow.

How long a game should be, depends on the genre, the gameplay and the story/script. The length of the story/script depends on what you try to tell with the story/script and how important the story/script is for the video-game. As I said, if the story can be told in 12 hours, you shouldn't try to add 12 hour of extra content to the story to stretch it up.

The narrative (e.g. story) should also be properly paced and it should be well balanced with the gameplay. Sadly it's true that for the most games, the narrative (story) and the gameplay are 2 seperate parts and the game switches between borth parts (the narrative part and the actual gameplay part).
This is not true for every single game, but this is true for MOST games. That means that balance between story and gameplay is important. If the gameplay-part between each story-part is too long, the game becomes boring.
For example,  1 hour of narrative and 100 hours of gameplay is not a good balance. This was true for GTA4. The story progressed too slowly because there was too much gameplay between each narrative segment. The gameplay eventually became repetitive and it was driving in a car from 'A' to 'B' 90% of the time. That is not fun.
In my opinion, GTA4 would have been better if the gameplay segments were shorter.


Lord Phoebus wrote...

Portal had to be short because it was built around gimmick, and if it was longer people would have seen through the gimmick. 


A gimmick? Are you serious? Portal is a PUZZLE game. Each level of Portal was a PUZZLE. Unless you think puzzels are gimmicks in their own right, your argument is totally invalid.

Portal managed to keep me interested from start to finish and the puzzels never became repetitive. Each and every single level in Portal was challenging when you play it for the first time. That is NOT a gimmick, it's GOOD GAME DESIGN.


Lord Phoebus wrote...

I never saw the game as anything more than a gimmick which is why I didn't enjoy it. 


That's your problem. But don't act as if it's a fact that Portal is a gimmick, because it's not. If portal is a gimmick, then a jigsaw puzzel (or any kind of puzzel) is also a gimmick (which it's not).


Lord Phoebus wrote...

That said the gimmick was the portal cannon.  If another developer wanted to create a portal like success they would have to come up with a gimmick that was just as enjoyable as the portal cannon (but not the portal cannon or any other gimmick that was previously used in a game), that kind of innovation is at best pure luck and most of the time very hard to come by.


If you think innovation is pure luck then you are sadly mistaken. The portal-gun was a gameplay mechanic that Valve came up with to intergrate with Half-Life 2. The game Portal was originally just meant to be a playtest to test the portal-gun and the complex portal mechanics. But when playtesters tried Portal out, they liked it so much that they didn't want it to be part of Half-Life 2, they wanted Portal to be a puzzle-game on it's own.

And so, Valve created a stand-alone puzzle-game with the portal-cannon, and named it Portal. And so, Portal became a huge succes.
That kind of innovation and succes does not come from pure luck, that kind of innovation and succes comes from a great mind of an experienced game-designer.

Modifié par Luc0s, 19 août 2011 - 06:42 .


#70
xkg

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nvm

Modifié par xkg, 19 août 2011 - 06:47 .


#71
Lord Phoebus

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I wouldn't argue that it is easier to make a short game than a long game.  I'm arguing that is no easier to make fun short game than it is to make a fun long game.  If a person spends money for fun, the 'entertainment level' they consider fun will be dependent on how much they spend.  If the game is short the 'entertainment level' has to be higher than if the game is long for the player to find it fun. The difficulty in making a short game at that higher 'entertainment level' relative to the hard game at the lower 'entertainment level' can be commensurate with the extra work required to make the long game. 

Luc0s wrote...

If you think innovation is pure luck then you are sadly mistaken. The portal-gun was a gameplay mechanic that Valve came up with to intergrate with Half-Life 2. The game Portal was originally just meant to be a playtest to test the portal-gun and the complex portal mechanics. But when playtesters tried Portal out, they liked it so much that they didn't want it to be part of Half-Life 2, they wanted Portal to be a puzzle-game on it's own.

And so, Valve created a stand-alone puzzle-game with the portal-cannon, and named it Portal. And so, Portal became a huge succes.
That kind of innovation and succes does not come from pure luck, that kind of innovation and succes comes from a great mind of an experienced game-designer.


The idea for the portal cannon came from students at the DigiPen Institute of Technology who released the indy game Narbacular Drop.  Valve liked the idea and hired the team to develop the portal idea into a weapon for HL 2.  It wasn't an experienced team, it was a bunch of students who had a cool idea.  Valve's only contribution was hiring the team before someone else did.   

Modifié par Lord Phoebus, 19 août 2011 - 07:10 .


#72
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Lord Phoebus wrote...

I wouldn't argue that it is easier to make a short game than a long game.  I'm arguing that is no easier to make fun short game than it is to make a fun long game. 
 


Yes and I'm arguing against that and stating that it is harder to make a fun long game (that stays fun over the entire length of the game) than a fun short game.

A short game doesn't need to be complex and can be rather simple. In fact, simple short games are often better than complex short games.

A long game however, needs to be deep and it needs to have a certain level of complexity to keep the player interested over the entire course of the game.

Portal was a simple game (gameplay-wise it was simple to understand and master) which was fun for as long as it took to beat the game. Make the game twice as long and all of the sudden it would be twice as hard to refrain from the game becoming repetitive and boring.

Longer games need more mechanics and more unique elements to keep it interesting, thus it's harder to develop a fun longer game.

Modifié par Luc0s, 19 août 2011 - 07:18 .


#73
TheMufflon

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naughty99 wrote...

Volus Warlord wrote...

I won't buy a game for single player if single player consists of <10 hrs of gameplay.


I won't buy any game for $50-60 if single player consists of <80-100 enjoyable hours of gameplay.


Do you also not buy books for $10 unless they have more than 500 pages?

#74
Lord Phoebus

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Luc0s wrote...

A short game doesn't need to be complex and can be rather simple. In fact, simple short games are often better than complex short games.


I think we may be assigning difficulties to different quantities.  I'm not assigning difficulty solely to man hours and technical requirements.  I'm also assigning difficulties to "idea development."  So far you've been using Portal as an example of a fun short game.  But how may Portals are there in the industry?  It's something of an anomaly.  1000s of short games are produced (counting browser and indy games), but very few of them ever reach Portal's level.  Portal really isn't a template you can copy.  It is a simple idea, but for every simple idea that works there are thousands that don't.  Coming up with that simple unique idea that's going to appeal to large number of people is hard.

While the long game requires more work, there is bit more of a formula to it, there are more similarities between the successful longer games that you can use as a starting point.   While there are fewer long games than short games, a higher proportion of them are successful.
 

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Lord Phoebus wrote...

Luc0s wrote...

A short game doesn't need to be complex and can be rather simple. In fact, simple short games are often better than complex short games.


I think we may be assigning difficulties to different quantities.  I'm not assigning difficulty solely to man hours and technical requirements.  I'm also assigning difficulties to "idea development."  So far you've been using Portal as an example of a fun short game.  But how may Portals are there in the industry?  It's something of an anomaly.  1000s of short games are produced (counting browser and indy games), but very few of them ever reach Portal's level.  Portal really isn't a template you can copy.  It is a simple idea, but for every simple idea that works there are thousands that don't.  Coming up with that simple unique idea that's going to appeal to large number of people is hard.

While the long game requires more work, there is bit more of a formula to it, there are more similarities between the successful longer games that you can use as a starting point.   While there are fewer long games than short games, a higher proportion of them are successful.
 


Okay, I have to admit, that part of what you said is very true. A good indie-game really relies on it's originality and a strong concept, while longer and bigger games can get away with little originality and a weaker concept.

I admit that creating a solid idea and concept for a short game is really harder than creating an idea and concept for a longer game. But when it comes to actually developing the game, I still stand by my point that it's harder to coordinate te development of a larger and longer product than a smaller and shorter product. 

For longer and bigger games, you need bigger teams and more people with very specific specialties. To keep everything going and making sure that every aspect of the game is right, is hard.

Also, writing a story/script for a longer game is harder (obviously). I believe it's much easier to write a story for a game like Portal than a story for a game like Mass Effect. Of course genre also comes to mind. It's generally harder to write a good story for an RPG than to write a story for a puzzle-game that doesn't actually need a story.

Writing all the dialogue for a game like Mass Effect is also much harder than to write the dialogue for Portal (which is also pretty obvious).


Anyway, bottomline is: Creating a succesful concept for an indie-game is much harder than creating a succesful concept for a larger triple-A title. But actually developing the triple-A title is much harder than developing the indie-game.