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File: 5218e35d6a242ce⋯.png (319.58 KB, 500x500, 1:1, bate.png)

0611f1 No.15176494

in the past most games were designed to be short, if replayable experiences. now most games are designed to hook you on for 200 hours. a lot of people won't even consider buying a game if they can't get 100 hours of it.

Is this a good or a bad thing?

b9236e No.15176524

File: ca28993c2e8328d⋯.jpg (223.24 KB, 682x640, 341:320, ca28993c2e8328d55841160f66….jpg)

It's not, because new games are full of boring padding now because of that.

>>15176513

>"ironic" reddit memes


8e745b No.15176529

> short, if replayable experiences. now most games are designed to hook you on for 200 hours

That doesn't strike me as two particularly different things.


597282 No.15176533

>>15176494

Give out two examples then OP.


50aa27 No.15176552

>>15176494

everything is bad, and going worse


3715c2 No.15176591

>>15176494

OP has no idea about anything. The world is the opposite of what you just described. SNES games could keep you going for months on end, repeatedly getting your ass kicked.


37e868 No.15176593

>>15176494

>a lot of people won't even consider buying a game if they can't get 100 hours of it.

What kind of bizzaro timeline do you come from? Every game that comes out is short as fuck, "cinematic" movie games. People I know describe Dad Of War as "long", and are dying for games to be <10 hours.

Resident Evil 7 was like 10 hours long, and has next to no extra content outside DLC. 6 before that was bordering 40 hours with loads of extra shit to do. Games are getting shorter as every dev chases the "cinematic experience" meme, it's only "outdated" developers still making long games like The Witcher 3, Persona 5, or Zelda BOTW.


b9236e No.15176605

>>15176593

It depends on who you view as "big" developers, I suppose. If you take Sony and Bethesda's FPSs as the big games, then yes, everything seems short. But if you take Nintendo, Bethesda's RPGs and JRPGs as a whole, there's a much bigger push to make these games last ages when they shouldn't. Hell, Mario Odyssey followed the trend too, and it's a fucking platformer.


37e868 No.15176657

>>15176605

Odyssey is as long as Galaxy, and it can be completed in a much shorter time frame. It's got the same design philosophies of Super Metroid or Mario 64; there's only a few barriers keeping you from rushing to the end, and getting 100% is optional and relatively difficult.

I agree that some devs are making games longer, but most are trying to find ways to make the game easier and quicker to finish. The long playtime is all left to side-quests and extra content, even BOTW and TES follows this mindset.


29c807 No.15176725

>>15176593

I do think it's funny that you would compare the trash that is RE 6 to, well ANYTHING. That game would benefit greatly by being shorter. Meanwhile RE7 was short, but was very enjoyable


1fc4f1 No.15176742

>>15176533

>first category

The bulk of games from the arcade era up to the fourth console generation.

>second category

Anything from the last decade by Ubisoft, Bethesda, Bioware, etc.. Or really any modern JRPG.

Thinking about it, I think the crux of the change is that the #1 genre of game being made right now is "open world RPG", with hundreds of generic side quests to multiply the runtime.


948099 No.15176776

>>15176742

I'm replying to myself here because I almost forgot the most prevalent and cancerous modern example of category 2: free to play and online multiplayer games. Every single one of these games is designed to be a repetitive, dull grindfest that keeps the player hooked for a thousand hours. Microtransactions provide the player a way to skip some of the grinding in order to increase their enjoyment. Then Sunk Cost Fallacy kicks in and they keep playing and keep PAYING in order to justify their previous purchases.


37e868 No.15176943

>>15176725

RE6 is a great ride the whole time. It's not a survival horror like the originals, sure, but neither were 4 or 5. Even 3 and CV had dwindling amounts of survival horror in exchange for linearity and cutscenes. 6 is a direct result of the evolution of the series, 7 takes more inspiration from outside the series, and feels more like a $15 indie game rather than a mainline entry in one of Capcom's biggest franchises.

Which is not to say I dislike 7, it's just a little disappointing


6adca1 No.15176953

>>15176494

> now most games are designed to hook you on for 200 hours.

What games are you playing? Shit is getting shorter and more linear because of production costs.


70c18c No.15177138

>>15176494

Video games still have about the same length as always. RPGs, especially JRPGs, like are still very long games while Action Adventure/Action RPGs are rather short, but rely on alot of trial and error.

Compare classic Castlevania to Bloodborne. They're very similar games and if you mastered them it takes like 1-2 hours for one playthrough.

Nothing changed.

>>15176742

>arcade

Of course arcade games are short, because you can't save and no one is going to sit for 10 hours on an arcade to play something and lose all is progress when he dies. Play any modern shmup like Resogun and it's the same length as lets say R-Tpe.


960527 No.15177334

>>15176953

>Shorter

Let me issue you a correction. GAMEPLAY is getting shorter and cutscenes are getting longer to the point that some companies will copyright strike your jewtube channel if you dare to put up a compilation of all the game's cutscenes


676f9e No.15178047

You're wrong. Games are made for you to play 5 minutes of fun, then force you to wait a day or more unless you pay the shekels yo get your dopamine fix. Whether it's waiting or not fun game things. Hence pay to fun.


039a7a No.15178151

File: d5915dbea85ce12⋯.png (106.86 KB, 246x357, 82:119, 90da3978610de5531e80db4dd0….png)

It's a bad thing.

A short game with concentrated quality will always be better than a big-ass game with sparse content. A game doesn't have to be 200 hours worth of pointless walking/grinding/cutscenes/etc to be good. It's the content that is.

This is one of the major factors why games back then were better. Games couldn't be too big due to small disc/cartridge space or slow download time in the old days of the internet, so devs had to do more with less if they wanted to see their game sell. And in order to do more, they needed to actually like doing what you do, have good ideas and put actual smart effort into it. Some games came in one disc, some came in two, but the discs were often packed to the brim with content. Rules were kept so they wouldn't end up needing more for obvious reasons, and that factor pushed devs to only keep content that was most important and meaningful. Just looking at the things people were able to achieve with the PS1/N64 limitation alone is enough proof of it.

This philosophy however was destroyed when videogames became popular with the masses, publishers figured out marketing could sell more than the games themselves, and, as odd as it sounds, larger disk space/better internet came about.


0970fd No.15180555

>>15176494

Old games relied on hidden secrets and hard difficulties to force people to replay the same section of a game many times over. Many children failed to complete games they had despite constantly retrying.

AAA games today have gone to the other extreme, creating games that hand hold their audience in order to provide an "experience". They tend to offer alternative difficulty setings but these are usually afterthoughts and not properly worked into the game to make it genuinely enjoyable.

The sheer selection of games today negate this issue as people have more potential games to choose from their satisfy their particular niche. The argument is misleading, Asif there existed 50 games all of the same type in the past now exist to games today. No. there existed 50 games to choose from in the past while there exist 100 equivalent mainstream games to choose from today and 100 alternative games.


d39deb No.15180737

File: 39f56e370d81ebf⋯.jpg (21.76 KB, 220x220, 1:1, 220px-Medievil_cover.jpg)

File: dbb31607f3318a1⋯.jpg (22.67 KB, 220x224, 55:56, 220px-MediEvil_2_Cover.jpg)

This is a specific example I know I am going to get some flak for saying, but here goes. I recently played trough medievil 1 and 2. While the puzzles, designs and story are all good, the gameplay leaves a lot to be desired. These games are the prime example of bad early 3D platforming. Far too many places there are extremely hard jumping over deathpits. In medievil 2 I actually state saved my way trough the second to last stage, since that stuff is so hard otherwise, also in both those games you get kicked out to the main menu when you lose all your lives. Another terrible design decision made in medievil 2 is that the health fountains in the game are limited use. In the first game you could easily replay a short stage with a health fountain over and over to get you health back, not in game 2. The only way to restore your health once the fountains are used up is getting health vials which restore a very small bit of health.


068831 No.15190850

>>15176494

Old games had to be smaller to fit on the media they had available.


d67bcb No.15190897

>>15180737

these need to be remade


37ff49 No.15196256

considering the likes of pokemon and final fantasy i'd say this entire thread is moot and op is a faggot, as usual. those games came out 30 years ago and you can easily rack up a long ass playtime in a single run, provided you aren't gunning it to the end. same arguably goes for any platformer that allows you to run back and forth between stages and such, or any games that copied the style of pokemon/ff (which were a lot). i'd also like to mention minigames, that used to be a thing which would offer countless hours of additional entertainment.


e9f410 No.15196289

>>15180737

I agree with the combat being mediocre and the platforming being more complicated than it needed to be in certain sections but

>get kicked out to the main menu when you lose all your lives.

>health fountains in the game are limited use

That's just you sucking


66c09e No.15203049

>>15176494

>most games were designed to be short

the games in the past were long sometimes too long making you feel goddamn when is this going to end?

but that was a good thing since there was so much content.

>>15176591

that's because you couldn't save in snes so you had to repeat every time you turned off the console until you can beat the game in one setting.


e48eb6 No.15203061

File: 316bc6a1c0c8bd1⋯.jpg (70.62 KB, 359x403, 359:403, 1417486348776.jpg)

>>15203049

>that's because you couldn't save in snes


66c09e No.15203102

>>15203061

I had 5 boxes full with 50 snes i think i would know.


074771 No.15203160

File: f33f2b675dd738d⋯.jpg (24.11 KB, 400x400, 1:1, anchor.jpg)

>>15203049

>that's because you couldn't save in snes so you had to repeat every time you turned off the console until you can beat the game in one setting.


b8e42d No.15203171

Replayability isn't too important to me, its more about enjoyment of the hours played. If I can get it though and still have a lot of fun, that's great too.

If I can have a mind-blowing experience out of 4-8 hours of gameplay, I'd be fine with that. Especially if its pure gameplay. Hopefully I'd want to replay it again but I'd be fine with just having an incredible time.


ca8c17 No.15203211

File: 1b3e184c35eab2e⋯.jpg (202.72 KB, 940x1024, 235:256, eNBMUga.jpg)

>>15203102

You had five boxes of shit, you retard; battery-backed memory was on the NES, for fuck's sake, to say nothing of password systems.


fda84c No.15209937

>>15176494

Quality is always better than filler.




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