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61 Frames Per Second

Time Investment

Posted by John Constantine

Hooksexup, that monolithic purveyor of literary sex and cultural commentary that spawned 61 Frames Per Second from its lurid brain, has, broadly speaking, a pretty open mind about everything. We are free wheeling folks accepting of both things that are not stupid and many, many things that are stupid but still fun. Great cultural criticism and stunning new fiction? We love that heady stuff. Brainless celebrity gossip? We love that too (well, some of us. Frankly celebrity culture confounds me. That is, unless the celebrities in question are, like, Brenda Brathwaite. Or Prince. Or Optimus Prime.) What I am trying to express is that we are not easily shocked.

Earlier today, videogames managed to shock our fearless editorial leader, Will Doig. He stumbled upon a story that’s been making the internet rounds of late concerning the discovery of a boss in MMORPG Final Fantasy XI that takes close to a full day of constant play to beat. Not just one player, mind you, but an entire team. The intrepid adventures in Beyond the Limitation, the name of the FFXI crew in question, spent eighteen hours straight fighting the Pandemonium Warden, stopping only because, according to one member, “People were passing out and getting physically ill.” They also apparently vomited later on. They didn’t even win the fight. This staggered Commandant Doig to the point where his only comment about the story was, “Physically! Ill!”

I’m right there with him. But it concerns me that I can imagine spending that kind of time playing a game, though maybe not in a single fight in a role-playing game. The time investment required to play most games is a difficult issue to tackle. Twenty years ago, the average action game took twenty minutes to an hour to complete, while today it’s anywhere between ten and twenty hours. Time was games were designed to be played standing up in an arcade but when consoles and PCs became the venue of choice for gaming, designers began to lengthen the experience to increase both product value and the boundaries of what a game could be. I’m no stranger to long games or long play times, especially when it comes to some JRPGs (Dragon Quest VIII caused some, well, problems. There were a couple of days where I played for almost twelve hours straight. Hey, at least it wasn’t playing a single fight.) But when does it become too much? The high cost of high-definition game development has curbed game length somewhat in the past couple of years, but, on the whole, most still take time to learn, time to play, and a lot more time to complete.

How long should a game be?

Related links:

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Easy Access
It’s Dangerous to Go Alone
The B.Beard All-Stars: Hour Eight of Pokemon


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Roto13 said:

A game should keep going until it's not so much fun any more and then stop. I spent close to 100 hours playing Final Fantasy Tactics A2, but I never got tired of it and I enjoyed every minute of it. On the other hand, half way through Tales of Legendia, I wanted it to be over. Actually, I thought it WAS over. That game does this weird thing where the first half of the game covers the main story and the main characters and the main villains and blah blah blah, and then there's the credits, and then the second half of the game consists of backtracking to places you'd already been in order to learn crap about the rest of the minor characters that, frankly, I didn't need to know.

But anyway, I don't think there's any one maximum time for any game, or even any type of game. That's my non-committal answer.

August 20, 2008 7:49 PM

Demaar said:

When you're getting over 40 hours it's probably time to start leaving stuff on the editing room floor. Or making crap optional.

I felt GTAIV could have used some cutting back on content. Too many missions were mandatory for the main plot.

August 20, 2008 11:55 PM

Amber Ahlborn said:

A game should be exactly as long as it needs to be.  No game should have crap shoved into it just to artificially lengthen it and on the flip side, genuinely short games should probably be priced a little less.  This is kind of a pet peeve of mine.  I get tired of seeing both reviewers and gamers judge a game's value on its length.  It's the content that's important, not how many hours you spend on it!

As for the boss battle mentioned here, I read an article on it yesterday and feel that frankly, this crosses the line.  When a game or part of a game is designed to maliciously torment the players, it's time to take the developers responsible out behind the wood shed.  Final Fantasy seems particularly guilty of this.  Some of the entries into this series force players through the most awful quests to get the good stuff.  I will never forgive Squenix for the horribly broken chocobo racing game in FF10 (and the other crap side quests too.  Lightning dodging?  Really?)

August 21, 2008 1:35 PM

John Constantine said:

Couldn't agree with you more, Amber. The question of length and time investment is particularly irksome when the discussion starts leading to pricing and value. A game can be half an hour long or endless, but that shouldn't dictate how much you have to pay for it.

And, yeah, Final Fantasy. What a mess those games can be as time sinks, especially when it comes to sidequests. The worst offender I can think of is FF X-2. Not only are the crap side quests unbearable (they somehow made lightning dodging worse!) but the game requires you complete ALL of them in order to get the full story.

August 21, 2008 1:48 PM

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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