Comment on The Hidden Costs of Long Playtimes in Modern Gaming

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RolyRamen@lemmy.world ⁨1⁩ ⁨year⁩ ago

I very much do move on when Im done with a game, rather than when it’s done. I mentioned that I moved on from AC Valhalla only 25 hours in, and a more recent example is when I stepped away from Armoured Core 6 after only about 5-6 hours realising it wasn’t really for me.

The problem with length is when length is the reason I stop playing. I can love a game at first and think it’s great 4 hours in. That love can turn to like if the formula is getting a little stale or the plots not going anywhere. If this continues then my like might turn to just “consuming “ to get it done, and if I’m still plugging away for long enough in this state it’s easy enough for things to slip into a negative view of the game because it’s asking more of me than it’s giving back.

Take Final Fantasy XVI this year. It took me 44 hours to finish, but imo it peaked around the close of act 2 (a certain boss fight that went hard about 30 hours in). By then the gameplay formula was established and it’s largely the plot carrying it but (imo) neither ever really got any better in act 3 but I still had another 14 hours to go. I was invested enough to keep going but I went from loving it to just liking it as a whole because it never escalated and 14 hours of treading water is a bloody big investment. This was main-lining the game too, I gave up on side quests early on, so we’re not talking about completing a game just getting through them.

It comes back to games justifying their lengths. This is going to mean different things to different people, as well as the games themselves doing different things so there’s no one size fits all.

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