When I switched from being a salaried employee to a contractor I underwent a paradigm shift in regards to how I spend my time. You see when you charge by the hour you start to think about how much something costs you to do if you do it yourself vs getting someone else to do it. If there’s a solution to a problem and it’s available for less than my current hourly rate then it’s good value for me to get that rather than trying to develop a solution on my own. This also comes back to how I spend my leisure time as it becomes hard to turn off that part of my brain that tells me every hour used purely in the pursuit of leisure is an hour that could be spent generating some income, although I haven’t seemed to have any trouble with that for the past month or so. 😉
The majority of my spare time is spent playing games simply because they’re by far one of the most relaxing activities for me. Additionally the bit of blog fodder that I get from completing one and then writing a review of it (which are some of my most enjoyable posts to write) are yet another benefit of spending my down time immersed in these virtual worlds. Unfortunately though I’m no longer the young 20 something university student I used to be and the amount of time I can spend on games is quite limited when compared to days gone by. Thus, whilst I still find time to cram in an epic gaming session or two every so often, the vast majority of my games are either played out over the course of a month or in a few shorter sessions in a single weekend. I think this is where my love of cinematic games has sprouted from as they’re an intense experience that I could conceivably sit down and play through in one session.
However the gaming community always seems to lament games that have a length that’s shorter than about 20 hours. One great example of this was Heavenly Sword, arguably Sony’s flagship game on it’s only recently debuted PlayStation 3. The hype leading up to the release of the game was nothing short of fever pitch and the demo released about a month prior wowed everyone who played it, even with it’s foreboding that the game itself would be drastically shorter than everyone was used to. On release it became apparent that the game totaled at most about 6~8 hours of game play and the critics slammed it for that very reason. Granted the game had set itself up for this as the hype far outpaced the resulting game but really the length, at least for people like me, wasn’t such a let down as many of the critics would have had us believe.
When time is at a premium game length starts to become something of a concern. It’s for that exact reason why I’ve avoided games like Final Fantasy as whilst they are amongst some of the most highly praised games on Sony’s gaming platform they’re also an incredible time sink, with play times exceeding 40 hours not uncommon. Ah ha! I hear you saying, but you reviewed Mass Effect 2 and Dragon Age: Origins, games with lengths approaching that of the games you said you avoid! OK you got me, there are notable exceptions that I can and will make the effort to play through usually on the backs of raving reviews from friends and the gaming community at large. Still a game like Modern Warfare 2 which packed only 6 hours of game play which I managed to blast through in 2 sittings rates as highly as some of those longer games despite its short length. There is also Heavy Rain of course, but I think everyone knows how much I enjoyed that and I’ve gushed enough about it to last everyone a lifetime 🙂
I think the crux of the matter is that the opportunity cost for longer games is so high that I have a tendency to shy away from them, lest my hours be wasted. Thankfully in this day and age of instant on access to information I usually have a good feel if a game will be worth it before taking the plunge, but at heart I’m still a completionist and I can’t stand letting games go unfinished. I think that’s the reason why Bayonetta and Red Faction: Guerrilla bug the hell out of me as they’re just painful enough for me to not want to finish them but at the same time I’d love to get them off my list forever. Still slogging through something that just isn’t fun for completion’s sake doesn’t rate highly on a cost benefit analysis for my time, so I guess I’ll just have to live with that.
There is of course games that have significant amounts of replay value which kind of skew my whole game length argument. Something like Lumines for example probably only has about 6 hours of game play in it total however I still find myself picking up my copy of it from time to time for a 30 minute bash to try and beat my top score. That’s probably more thanks to the genre than anything else as casual games like that tend to have quite short single play throughs however the competition element with a healthy sprinkling of procedural generation makes them almost infinitely replayable, something that the casual gaming market craves.
My point is that for any game you might play the length is somewhat of a subjective metric to use when judging its quality. Certain genres of games will come with expectations of play times such as RPGs being traditionally quite long and cinematics being short, but overall a games length is no measure of its quality. There is of course the argument to be made that a game is too short and therefore omits details or similarly a game that is too long that drags the plot out longer than it really needs to be. Still for a game that’s worth its salt the length seems to barely matter as I’ll remember how I enjoyed my time playing it, not how long.
That probably explains my past addictions to various MMORPGs over the past 5 years….
[…] For the regular MMO player, this is nothing new, and there’s screeds of research and opinion on MMO economies and player behaviour. I just hadn’t realised how endemic the issue of laziness is. Laziness is probably too negative a term in some respects, as for some people it’s probably just time efficient to buy everything from the auction house. If you’ve got 20,000 gold sitting in your bag and the item is 2 gold, then even at a huge markup it’s a no-brainer compared to trying to remember which vendor has it, let alone the time spent getting to them. It’s a simple example of the concept of opportunity cost (here’s one gamers perspective on it). […]