For me, it’s not so much a question of length but whether a game should last as long as it does. There’s got to be something that makes it worthy of its run time.
Case in point, I played about 24 hours of Assassins Creed Valhalla when it came out, only to sack it off when my friend informed me that he clocked about 100 hours in it to play through. Fuck that! That game would have been a decent 20 hour Viking romp but it’s got nothing to say, show me or keep me engaged at 5x that length. Hell even at 40 hours I’d have said it was inflated, but 100! It’s madness.
On the flip side, I played Elden Ring through to completion over 80 hours and would have played for 80 more had it asked. It was engaging, exciting, full of interesting locations, characters and things to fight. There’s tension in and intrigue in just exploring this unique setting and it all adds up to an experience that’s worthy of its runtime.
Similarly, one of the only JRPG’s I’ve finished in recent years is Persona 5 Royal, which took me a huge 109 hours to finish and yet I loved it. It’s full of style, flair and a sense of fun often missing from this genre that it just got me hooked. It’s not even that the story is all that great but the characters are well realised and there’s a wonderful dynamic in the core cast that really got me to go along for the full journey. I also think P5R also did the one thing many games fail at and it’s pacing, the thing just goes and despite facts like the tutorial is about 8 hours long I never felt like I was just killing time.
My point is, my feelings these days are that most games aren’t worthy of being over 10-20 hours, and even less so of being 20+. It’s not a one size fits all answer and individual mileage might vary person to person but there has to be a hook (gameplay, game feel, story, characters, setting, playing with engaged friends , etc.) to warrant time invested beyond a point.
Katana314@lemmy.world 11 months ago
I peg this in Minimum Wage.
It’s great that the well-paid gamers have their options of exciting, linear singleplayer games. Realistically, if we want AAA gaming to be defined by that, it needs to be profitable enough, which means people buying those games on release consistently, and even maybe accepting the $70 price tags.
Some people do so - but many others are only buying one or two games a year due to shrinking personal budget. And those games need to fill the hundreds of spare hours they’ll have during that year.
The situation could be reversed if more people had a generously-sized personal budget; if they weren’t fearful of managing their rent each month, or debating whether to save a few pennies from their paycheck for retirement. $40 or even $70 for the hot new 10-hour singleplayer game of the month shouldn’t be a lot in the grand scheme of things, but it’s everything in a world with so much income disparity.