So you don't want good games, you want pretty semi-interactive movies. By that point i'll just be watching the whole thing on youtube.Im saying that by making games shorter, you have more time to really tighten and polish whatever your game is. Instead of polishing 30 hours of content. You polish 3. You would objectively end up with a higher quality product.
Your example of an RPG is probably the hardest example of a genre to make this work in. So then don't make an RPG.
Action games, FPS, adventure games, slashers, character action, etc, etc. Theres plenty of genres to choose from where this could easily work.
Hell, create a new genre.
And no I don't want worse graphics, that reduces the quality of the product. Which is the exact opposite of the goal.
This is the way forward for VR.Hear me out.
The ultimate Quality > Quantity approach.
Just came back from seeing John Wick 4, and my god it was great. A thoroughly enjoyable 2.5 hour experience.
It had sublime combat, an engaging story, and fantastic visuals. It got everything across it set out to do in under 3 hours. And it had me thinking, why do games have to be any different?
We constantly enjoy things that are 2-3 hours long. Why do AAA games always have to be 20+ hours long?
Imagine a game that nails addicting gameplay/combat, tells a compelling story, sells for 20-40 bucks, takes 2 years to make instead of 6, and looks absolutely stunning.
One of the major things holding games back from looking like this:
Is.. This level of detail just isn't possible to produce over 30 hours of gameplay. So just give me 3.
I think at first people would whine and complain about the length to price ratio value.
However, if you have intelligent marketing with this approach, sell it at an appropriate price, and really fucking deliver on the quality of the games... Gamers would come around. I know I would.
I wish we had a trailblazer in the industry to just... try it. See how it goes.
2-3 hours is not enough time fully engage with the combat or fully develop a story and characters, so polishing up what exactly? Graphics?Im saying that by making games shorter, you have more time to really tighten and polish whatever your game is. Instead of polishing 30 hours of content. You polish 3. You would objectively end up with a higher quality product.
Your example of an RPG is probably the hardest example of a genre to make this work in. So then don't make an RPG.
Action games, FPS, adventure games, slashers, character action, etc, etc. Theres plenty of genres to choose from where this could easily work.
Hell, create a new genre.
And no I don't want worse graphics, that reduces the quality of the product. Which is the exact opposite of the goal.
So you expecting people spend around $800 CAD on VR for 2-3 hour long games?This is the way forward for VR.
What length does a game have to be to develop combat and give enough time to fully engage in the story?2-3 hours is not enough time to properly develop a combat and not enough time to fully engage with the story.
All you going to get is......
And don't get me wrong, there's probably a market for that.So you don't want good games, you want pretty semi-interactive movies. By that point i'll just be watching the whole thing on youtube.
that depends, actions games maybe 8-10 hours (mostly focusing combat more than story) and for RPG 40-60 hours.What length does a game have to be to develop combat and give enough time to fully engage in the story?
You don't think 3 hours is enough time to tell an engaging story? Of course it is. Tighten up your writing and find new ways to tell the story. It doesn't even have to be a cutscene.2-3 hours is not enough time full engage with the combat or fully develop a story and characters, so polishing up what exactly? Graphics?
Maybe you could get away with having 5-6 hours for action game, shorter than that you gonna have simplistic combat with simplistic story and its not exactly worth spending that much money and time on high tech graphics for such a short game.
So you expecting people spend around $800 CAD on VR for 2-3 hour long games?
In rare cases yes, make each game 5 hours and Episodic with extreme quality…Hear me out.
The ultimate Quality > Quantity approach.
Just came back from seeing John Wick 4, and my god it was great. A thoroughly enjoyable 2.5 hour experience.
It had sublime combat, an engaging story, and fantastic visuals. It got everything across it set out to do in under 3 hours. And it had me thinking, why do games have to be any different?
We constantly enjoy things that are 2-3 hours long. Why do AAA games always have to be 20+ hours long?
Imagine a game that nails addicting gameplay/combat, tells a compelling story, sells for 20-40 bucks, takes 2 years to make instead of 6, and looks absolutely stunning.
One of the major things holding games back from looking like this:
Is.. This level of detail just isn't possible to produce over 30 hours of gameplay. So just give me 3.
I think at first people would whine and complain about the length to price ratio value.
However, if you have intelligent marketing with this approach, sell it at an appropriate price, and really fucking deliver on the quality of the games... Gamers would come around. I know I would.
I wish we had a trailblazer in the industry to just... try it. See how it goes.
I found games that are shorter in length and highly repayable allow you to crack the combat wide open so even if the initial playthrough is short, there's lots to learn on higher difficulties and subsequent playthroughs.that depends, actions games maybe 8-10 hours (mostly focusing combat more than story) and for RPG 40-60 hours.
Hear me out.
The ultimate Quality > Quantity approach.
Just came back from seeing John Wick 4, and my god it was great. A thoroughly enjoyable 2.5 hour experience.
It had sublime combat, an engaging story, and fantastic visuals. It got everything across it set out to do in under 3 hours. And it had me thinking, why do games have to be any different?
We constantly enjoy things that are 2-3 hours long. Why do AAA games always have to be 20+ hours long?
Imagine a game that nails addicting gameplay/combat, tells a compelling story, sells for 20-40 bucks, takes 2 years to make instead of 6, and looks absolutely stunning.
One of the major things holding games back from looking like this:
Is.. This level of detail just isn't possible to produce over 30 hours of gameplay. So just give me 3.
I think at first people would whine and complain about the length to price ratio value.
However, if you have intelligent marketing with this approach, sell it at an appropriate price, and really fucking deliver on the quality of the games... Gamers would come around. I know I would.
I wish we had a trailblazer in the industry to just... try it. See how it goes.
Why didn’t it? Truthfully. Gears of War has the same gameplay.The Order 1886 did so well...
You do know games are different than movies right? you want spend time on combat to get good at it have opportunity fully master it and how exactly are you gonna balance combat sections with story sections with only 3 hours? What you really want is interactive movie.You don't think 3 hours is enough time to tell an engaging story? Of course it is. Tighten up your writing and find new ways to tell the story. It doesn't even have to be a cutscene.
Use the medium to your advantage. Its so young its practically still brand new.
This would require devs to think of new gameplay scenarios, new forms of game design, and to think outside the box. Trail blaze. I think you're finding it difficult to grasp because its never been done in the AAA space. You're thinking of games the same way they've been shown to us for the past 20 years.
Imo this would open doors for all new kinds of design you nor I are even thinking of.
5 hours maybe but you are not gonna get any deep story. They only type of games I can think that works in 3h is games like Journey but thats not what OP wants.I found games that are shorter in length and highly repayable allow you to crack the combat wide open so even if the initial playthrough is short, there's lots to learn on higher difficulties and subsequent playthroughs.
Transformers Devastation was about 5 hours long and I massively enjoyed the combat. Multiple characters to choose from too. Story served it's purpose and it was overall a great game.
I honestly think OP's formula can work depending on the genre and style of game. I bet there's a creative team out there that could nail it.
But I also wouldn't like to be able to finish games in one sitting, I like to take my time with them and reflect.
No not really, as the OP explicitly talks about AAA games. Indies are a whole different thing!Is this including indie games? I love games that can be finished easily in one sitting. Matter of fact I think some games benefit from it too.
Journey, Flower, Portal, Gris, A Short Hike, Inside, Hotline Miami, Limbo etc
Honestly I need more like this.
Imagine a game that nails addicting gameplay/combat, tells a compelling story, sells for 20-40 bucks, takes 2 years to make instead of 6, and looks absolutely stunning.
It already is like this for VR (short games) and people always come up with the "VR is mostly tech demos" talk.This is the way forward for VR.
actually good idea, the gamepass subscription style model would lend itself well to shorter sweet AAA projects like this. expecting people to buy a 2-3 hour AAA experience for any price is unfeasible these days. it might be possible if they were offered on a sub service thoughLets hope Game Pass/PS++ enable such projects.
with the traditional business those kind of games are doomed to fail.
For 2-3 hour replayable games, sure.2-3 hours is not enough time fully engage with the combat or fully develop a story and characters, so polishing up what exactly? Graphics?
Maybe you could get away with having 5-6 hours for action game, shorter than that you gonna have simplistic combat with simplistic story and its not exactly worth spending that much money and time on high tech graphics for such a short game.
So you expecting people spend around $800 CAD on VR for 2-3 hour long games?
At that point, rather than making an entire game, its better to just make a game with a 2-3 hour gameplay loop (maybe even less) that can repeat ad infinitum.For 2-3 hour replayable games, sure.
So…..roguelike? I don’t think any developer will spend AAA budget on high tech graphics for 3 hours roguelike.For 2-3 hour replayable games, sure.
when you're replaying the game over and over due to dying so much im sure a point will come where you appreciate the visuals. the game is short but your playtime will be longSo…..roguelike? I don’t think any developer will spend AAA budget on high tech graphics for 3 hours roguelike.
But I dont think thats OP wants, he want straight 3 hours long cinematic game with fully flash out combat and story, how do you even divide gameplay sections and story section with only 3 hours?when you're replaying the game over and over due to dying so much im sure a point will come where you appreciate the visuals. the game is short but your playtime will be long
also, that literally happened returnal exists for a reason
Yeah that’s why they sell Episodes of Game of Thrones for $70 an episode.I actually think 2 - 3 hours is too long. I'd much prefer an extremely tight, polished, visually flooring $70 dollar experience that's around 20 minutes long. The length of a TV episode is ideal. Perhaps 10 minutes is the sweet spot.
What would you have against a short, 2-3 hour $20 game that does everything it wants to do? Already happening in the indie space:
Inside.
A Short Hike.
Portal.
Sifu. (more like 3-4, but still quite short)
Now make them AAA level. oh boy!
That game was 10-12 hours. And had repetitive/poor combat. DOA because of that. Doesn't mean every dev will fail the gameplay like they did.
Nope. I think this is an approach most would scoff at at first (as shown in this thread), but I think if a few devs nailed it, it would take off.
honestly i don't agree with him that they should be sold individually but i think they'd find more success if they were on sub services day one (and were slightly longer like 5-10 hours)But I dont think thats OP wants, he want straight 3 hours long cinematic game with fully flash out combat and story, how do you even divide gameplay sections and story section with only 3 hours?
I'm curious to know how long Returnal takes to get through all stages for first time?
okay, my mistake. $20-$40? i'd have to check out the game...I mean, right in the OP I said these games would be reasonably priced at around 20 bucks. Not 70
That’s reasonable length for most action games but 3 hours? Only type games works for 3 hours are games like Journeys and Flowers.2 years development for a 8-10 30 dollar game on Gamepass with AAA production values and techdemo visuals sounds like a deal to me
Why any devs waste that much money and man power for 3 hour game. You do understand how game development works right?Now make them AAA level. oh boy!