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Saturday - January 17, 2009
Monday - December 01, 2008

Saturday - January 17, 2009

Atomic Gamer - The Long and The Short of It

by Magerette, 16:26

Atomic Gamer has posted an op ed on the length of current games, posing the overall conclusion that by and large, modern games are too long:

Games are too damned long. If I wasn’t certain of this before, I am now, as I stare at a stack of holiday titles I’m yet to break from their shrink-wrap prisons. Yet, despite my certainty, titles are still often criticized for being too short. And because this sort of unwarranted sentiment is so widespread, it encourages developers to pack our games with content we don’t need or want. Shouldn’t, with few exceptions, games be judged by what’s there rather than what’s not? Whether a title clocks in at 5 or fifty hours isn’t the issue, but rather how those hours are spent. If a game keeps me engaged from start to finish, I don’t care how short it is. In fact, let me enjoy and savor an 8-10 hour game, rather than slog through a 40 hour one. More often than not these days, I find completing games, even the good ones, can feel like work by the time the end credits roll.

The author does make an exception for the RPG genre:

Now, despite my disdain for long games that have no right to be long, I totally appreciate an interactive experience that packs the content like bacon at an all-you-can-eat breakfast buffet. A good RPG, like Fallout 3, requires more time to develop its characters, flesh out its story, and realize its scope. That’s not to say all RPGs need to be 50+ hours, especially when half that time is spent having uninteresting conversations with NPCs, and doing slightly varied versions of the same quest over and over again. The absolute best RPGs, and I’d place Fallout 3 and Fable 2 into this category, give players a choice: take the shorter, critical path, or explore every nook and cranny till you realize the sun has risen and you need to get to work.

Conclusion:

What I'd hoped would be a cohesive editorial on why games are too long has devolved a bit into a rant by a madman, frustrated because he doesn’t have enough time to play all the games he got for Christmas. If gamers were to take anything away from this, though, it’s this: Stop and smell the polygons. No matter how short a great game, enjoy what’s there. And if it’s a bad game, be thankful it’s short...

Source: Blues News

Monday - December 01, 2008

Atomic Gamer - 10 Things Wanted For Mass Effect 2

by Magerette, 20:10

Atomic Gamer has a Top Ten wish-list posted for Bioware's prospective next entry in their space-themed rpg trilogy begun with Mass Effect. They're all in favor of more aliens:

1. More great aliens. Sci-fi without some kind of strange, extraterrestrial (but also intelligent) life is usually hollow and lonely... Give us lots of new characters, ones with deep histories that may take some work to get out of them. Be able to find more about their background either during missions or as a consequence of them. Give them funny lines often, and make sure that the voice actors that portray them can really put forth a full range of emotions. Interesting characters are at the heart of good sci-fi, not flashy special effects or space travel.

Here's a bit about the plot-line they'd like to see:

6. A bit more non-linearity and impact to the story. Mass Effect was designed that on successive playthroughs, even if you did things totally differently and played the story planets in a new order, you still got almost all of the story and important dialogue. I'd love to see Mass Effect 2 add just a bit more permanence and consequence to the player's actions. Sure, keep giving us the options in some cases to choose who lives and who dies - that's a great part of many RPGs nowadays - but make it seem even more impactful and personal. Give us consequences that matter not just in the scope of the story, but ones that make a difference in combat.

You can read the whole list here.

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