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?
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?
#Consoles - video games - PSX, XBox, DC