Video Game Completion Anxiety Disorder - briefly
(hx) 12:24 PM CET - Mar,12 2008
- Post a comment / read (1) Gamasutra
looks at things like game length, attention span and game difficulty but the
question remains: why aren't you finishing games you buy? What about you? If
you are plopping down $60 for a game and not finishing it, why?
There are a few easy theories close at hand as to why we're finishing fewer
games. 'Failure to Complete' almost sounds like a condition for which we'll
start seeing prescription drug ads on morning television, doesn't it? And as a
matter of fact, size, length and depth are involved. It's quite possible
that in these areas, modern games have outgrown the available free time of the
average player in all of these areas. And a core portion of the gaming audience
has begun to age, meaning time is even more at a premium. Despite this, next-gen
games can no longer escape the court of public opinion unscathed should their
available gameplay hours fail to equate, in the player's mind, to the dollar
value invested.
For just one example, early next-gen title Heavenly Sword took knocks in reviews
and, more broadly, in public discussion, for being too succinct. These days, few
(if any) companies can get away with charging $60 for fewer than 60 hours of
gameplay. To be fair, games are now much bigger and larger than they used to be.
16-bit veterans who used to spend months at a time whittling away at a
platformer in their clumsier youth can now buy it on Virtual Console and knock
out a victory in a handful of hours. Nonetheless, we've demanded deeper
experiences for years -- those old games are generally a nostalgic snack, not a
long-term project.
Now, extensive and complete multiplayer campaigns have become increasingly
essential to a title's success. Multiplayer's supposed to add value in that it's
infinitely replayable, as users create a different experience amongst themselves
each time. Yet many users end up spending far more time on the multiplayer
component than they ever did on any single-player campaign -- so doesn't that
mean time's not the culprit for Failure to Complete?
|