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Why are RPGs too long?
Why are RPGs too long?
Larian, Pathfinder, and many other RPGs are lengthy, often excessively so. I don't think that many players enjoyed the endgame of these games, I certainly didn't. Elex 2 had copy-pasted trash mobs for the final ~10 hours. Why?
We have Wasteland 3, which is probably one of the least ambitious RPGs funded through Kickstarter. It lacks unnecessary content and is genuinely a great game. More recently SKALD also showed that an RPG does not need to be 60+ hours to be enjoyable.
Why do developers still prioritize playtime over quality/density?
We have Wasteland 3, which is probably one of the least ambitious RPGs funded through Kickstarter. It lacks unnecessary content and is genuinely a great game. More recently SKALD also showed that an RPG does not need to be 60+ hours to be enjoyable.
Why do developers still prioritize playtime over quality/density?
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Ys VIII: Lacrimosa of Dana. The game starts fairly strong, but begins to significantly drag by the halfway point, and for a game that simplistic it wears out it's welcome.
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Finarfin
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I tend to notice that jrpgs are way too long. Recently wanted to play Octopath Traveler but seeing 80h is kinda dampening my desire to play it.
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Nemesis
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Hide all the advertised stuff at the 5- to 10-hour mark so refunding the game to Steam isn't possible.1998 wrote: ↑ July 12th, 2024, 14:11Why do developers still prioritize playtime over quality/density?
I quite enjoyed FF7 being over 4 discs and a multi week experience.
The problem is when they "pad" them and the story isn't engaging enough.
The problem is when they "pad" them and the story isn't engaging enough.
It's an easy marketing point to put on the back of the box. Your game can be the best 20 or so hours of someone's life but they aren't gonna pick it up because it doesn't have as much "content" as the game where you spend 80 hours smacking kobolds around inbetween 20 hours or so of fun.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Yes, but it was the same for 1.x million words or xxx sqm map, yet both of those marketing hooks went (mostly) away.Vergil wrote: ↑ July 12th, 2024, 14:29It's an easy marketing point to put on the back of the box. Your game can be the best 20 or so hours of someone's life but they aren't gonna pick it up because it doesn't have as much "content" as the game where you spend 80 hours smacking kobolds around inbetween 20 hours or so of fun.
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Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
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Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
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rusty_shackleford
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Anything under 100 hours is a demo.
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Maybe I am just getting too old. Sure there was a time when I would have mostly agreed, but now, how many players would think less of BG3 if they had cut 20h off?wndrbr wrote: ↑ July 12th, 2024, 14:38Long games feel more epic. Like you're on a journey or an adventure.
Gotta make you feel the character progression.
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Somnus [Not Recommended]
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Have they? Open world games went through a period of oversaturation but stuff like Starfield or the new GTA still boast about the size of their game worlds.1998 wrote: ↑ July 12th, 2024, 14:36Yes, but it was the same for 1.x million words or xxx sqm map, yet both of those marketing hooks went (mostly) away.Vergil wrote: ↑ July 12th, 2024, 14:29It's an easy marketing point to put on the back of the box. Your game can be the best 20 or so hours of someone's life but they aren't gonna pick it up because it doesn't have as much "content" as the game where you spend 80 hours smacking kobolds around inbetween 20 hours or so of fun.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
At least they are not putting it front and center in their marketing campaigns. Starfield maybe, but that isn't exactly an example of successful modern marketing campaigns.Vergil wrote: ↑ July 12th, 2024, 14:45Have they? Open world games went through a period of oversaturation but stuff like Starfield or the new GTA still boast about the size of their game worlds.1998 wrote: ↑ July 12th, 2024, 14:36Yes, but it was the same for 1.x million words or xxx sqm map, yet both of those marketing hooks went (mostly) away.Vergil wrote: ↑ July 12th, 2024, 14:29It's an easy marketing point to put on the back of the box. Your game can be the best 20 or so hours of someone's life but they aren't gonna pick it up because it doesn't have as much "content" as the game where you spend 80 hours smacking kobolds around inbetween 20 hours or so of fun.
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
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rusty_shackleford
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The only reason "open world" became popular is because Ubisoft created a step-by-step formula to pad out a game with an extra 30-40 hours of content with the least amount of effort possible. They weren't creating "open world" games in the style of say, Bethesda — the only Bethesda-like games that exist are FNV and KCD, both of which are immensely popular compared to the average ubislop-style game.
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The corruption inherent in the system.1998 wrote: ↑ July 12th, 2024, 14:11Why do developers still prioritize playtime over quality/density?
Can't have all these DEI hires on the street, employing them is mandatory to show evil white man their superiority.
But making computer games is still a ******** job.
So you get undesirables funneled into ******** jobs. What do they do? Do undesirable ********.
All these dungeons in WoW don't make themselves.
And yet, generally, games become shorter and shorter. Some triple AAA games, selling for $60 or more, are barely 10 hours long, and nobody seems to care.rusty_shackleford wrote: ↑ July 12th, 2024, 14:49The only reason "open world" became popular is because Ubisoft created a step-by-step formula to pad out a game with an extra 30-40 hours of content with the least amount of effort possible. They weren't creating "open world" games in the style of say, Bethesda — the only Bethesda-like games that exist are FNV and KCD, both of which are immensely popular compared to the average ubislop-style game.
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
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rusty_shackleford
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There are plenty of long games that kept me engaged for a significant period of time by being genuinely good.
e.g., I played ATOM(with all the free DLC) and did every piece of content I could find in the game, and immediately booted up Trudograd afterwards because I enjoyed it so much and wanted to continue. It was probably ~70-80 hours of ATOM.
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Trudograd > ATOMrusty_shackleford wrote: ↑ July 12th, 2024, 15:00There are plenty of long games that kept me engaged for a significant period of time by being genuinely good.
e.g., I played ATOM(with all the free DLC) and did every piece of content I could find in the game, and immediately booted up Trudograd afterwards because I enjoyed it so much and wanted to continue. It was probably ~70-80 hours of ATOM.
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Somnus [Not Recommended]
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Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
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Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
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rusty_shackleford
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Mostly, but the fight difficulty was much lower — uneven overall with some difficulty spikes, too. It also has a rushed ending, but I read they added a bunch of content to it so I should replay it sometime.1998 wrote: ↑ July 12th, 2024, 15:01Trudograd > ATOMrusty_shackleford wrote: ↑ July 12th, 2024, 15:00There are plenty of long games that kept me engaged for a significant period of time by being genuinely good.
e.g., I played ATOM(with all the free DLC) and did every piece of content I could find in the game, and immediately booted up Trudograd afterwards because I enjoyed it so much and wanted to continue. It was probably ~70-80 hours of ATOM.
Both are very good tho.
Last edited by rusty_shackleford on July 12th, 2024, 15:04, edited 1 time in total.
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Games aren't deep enough to fill a 100 hr runtime, I don't care what sort of game it is. You can read the entire Dune saga in half that time, and experience a better story if that's what you are looking for. Developers need to stop viewing themselves as Hollywood directors.
And I really enjoyed KCD and dreaded the inevitable conclusion the same way I dreaded the end of Archolos. When a game is great you want it to go on longer.rusty_shackleford wrote: ↑ July 12th, 2024, 14:49The only reason "open world" became popular is because Ubisoft created a step-by-step formula to pad out a game with an extra 30-40 hours of content with the least amount of effort possible. They weren't creating "open world" games in the style of say, Bethesda — the only Bethesda-like games that exist are FNV and KCD, both of which are immensely popular compared to the average ubislop-style game.
I would have completed BG3 if it was actually playable and worth playing in Act 3.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
They only feel too long due to uninspired encounter design and character systems.1998 wrote: ↑ July 12th, 2024, 14:11Larian, Pathfinder, and many other RPGs are lengthy, often excessively so. I don't think that many players enjoyed the endgame of these games, I certainly didn't. Elex 2 had copy-pasted trash mobs for the final ~10 hours. Why?
We have Wasteland 3, which is probably one of the least ambitious RPGs funded through Kickstarter. It lacks unnecessary content and is genuinely a great game. More recently SKALD also showed that an RPG does not need to be 60+ hours to be enjoyable.
Why do developers still prioritize playtime over quality/density?
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No, I mean the lack of engagement is a consequence of lack of quality, games feeling overly long is also a consequence of lack of quality.rusty_shackleford wrote: ↑ July 12th, 2024, 15:00There are plenty of long games that kept me engaged for a significant period of time by being genuinely good.
As far as console JRPGs are concerned (my understanding is that the PC-98 Legend of Heroes games were pretty big story wise), the bloat began with the PS1 and then especially the PS2. Prior to the disc, JRPGs were harshly limited by cartridge limitations, so the plots were very lean. FF6 was the most story heavy console JRPG up until that point, and had more content planned, but it simply could not be fit onto the disc so it was cut. With the adoption of the PS1 disc, it was easy for writers to place NPCs, script events, and add lots of new lines of dialogue. Hence the sharp increase in the amount of story going from SNES to PS1 JRPGs. And then as the years go on, you start getting the really repetitive writing as seen in modern JRPGs where characters have almost the exact same conversation they have had earlier. With the PS2 you start getting a lot of gameplay padding too. Lots of dungeons and backtracking through levels (Suikoden 3 being pretty ergregious) and lots of long winded fights. Or in the case of the Xenoblade games, lot of really mediocre padding like the sidequests.
While FF7 is bigger than SNES FFs, it isn't four discs because of the actual content, but because of the FMVs. I think FF9 is the only one where actual game content was cut (the four elemental shrines towards the end) because of a lack of space (having to compete with the prerendered cutscenes).
I thought Trails of Cold Steel 1 and 2 were worth their 90 hour lengths. They feel more like high production value visual novels, so if you're into reading epic fantasy series then it's a lot more palatable.KnightoftheWind wrote: ↑ July 12th, 2024, 15:11Games aren't deep enough to fill a 100 hr runtime, I don't care what sort of game it is. You can read the entire Dune saga in half that time, and experience a better story if that's what you are looking for. Developers need to stop viewing themselves as Hollywood directors.
Fix'd.KnightoftheWind wrote: ↑ July 12th, 2024, 15:11Modern Games aren't deep enough to fill a 100 hr runtime, I don't care what sort of game it is. You can read the entire Dune saga in half that time, and experience a better story if that's what you are looking for. Developers need to stop viewing themselves as Hollywood directors.
True but I just meant compared to others. It is a fairly long game, with optional sidequests for even more content. I never once felt it was too long or overstayed it's welcome.Val the Moofia Boss wrote: ↑ July 12th, 2024, 17:20While FF7 is bigger than SNES FFs, it isn't four discs because of the actual content, but because of the FMVs. I think FF9 is the only one where actual game content was cut (the four elemental shrines towards the end) because of a lack of space (having to compete with the prerendered cutscenes).
Big difference to modern games that are just all grind, ******** quests or other padding.
For the record I clocked just over one hundred hours in KCD and didn't regret it.
