We know that certain games are big, like BG3 or Persona 5. But recently games like FF7 rebirth and Indiana Jones just kept going on and on past "Act 3". Also Rise of the Golden Idol seemed a little short to me
Are developers getting more efficient with generating content?
Did not expect that a game that’s basically about going from A to B through walking could be that lengthy, having great scenery and a weird, vague but good story.
I’m really excited for its sequel, just hoping it will also be available for PC on release.
I wasn't surprised by the length of the base game, or even by the presence of the post game, but by how much time the game spent ending. You beat the villain, that should be it, right? Lol no, you have to traverse the whole game world without vehicles and no network support. That's it, right? Lol no, here's a giant boss monster. That's it, right? Lol no, here's a shitload of cutscenes. Then the credits, then cut to black. That's it, right? Lol no, more cutscenes, then one last delivery... and one last burst of cutscenes, some of which should have come earlier. That's it, right? Lol almost, you have to watch the credits again, and then one blessedly short cutscene before the postgame, and then you can finally go to the main menu and quit.
Is that correct? Kojima bought full rights to the IP couple of months ago and released Death Stranding on everything immediately. Seems like it’ll be timed exclusive at most.
I just finished The Veilguard at 68 hours. I loved it, but haven't played Origins. I bought it, but refunded after I saw how buggy and unsupported it is on new hardware these days. Maybe they'll have a remaster some day, since everyone seemed to love it.
What problems did you have with it? Still runs surprisingly well for me. Haven't tried Veilguard yet, but plan to as soon as I have some time. Felt that none of the sequels where able to match Origins yet, though.
It probably wouldn't be too resource intensive to run it on an XP virtual machine. You'll want a version that runs on its own, though (no game store launcher, drm, etc)
Elden Ring. Even after finishing the final boss there was so many areas I’ve not been to. And all those areas are unique - some with unique enemy types. It’s the game that dares to hide a secret area behind a secret area.
It Takes Two. I thought the game would be over about four times, but then it kept adding even more mechanics and got HARD. I thought it would be super casual, did not expect that much length and depth to it (ignoring the cheesy story 😅)
I still think owlcat is nuts for adapting not one, but two full APs to video game form. Those are each six books worth of TTRPG adventure and those can take years to complete
Nier Automata actually kinda pissed me off the first time I played it. Thought I was finished with the game and was confused by the ending, turns out that was just ending A. Gotta play again for B, and then C, and can't forget D and E for the full picture.
Had to take a break from the game but I went back for the rest of the endings and they're worth it. Also they cut out a lot of the side quests and grinding after ending A. Getting that first ending is actually like 50% or 60% finished. But yeah, at first I was getting flashbacks to the PS2 games that tell you the true ending can only be seen by playing again on the newly unlocked 'Very Hard' difficulty
The Talos Principle. After a short bit in the game, you go to a hub area that goes to other areas like the one you just came from. Eventually, you find out that there is another hub area above this which leads to other hub areas. I didn't remember if there is another layer on top of that, but either way, once I hit that second hub layer, I remember realizing that the entire game was multiple times larger than I had thought, and I had no way to know if it would expand again when I made it to the next area.
My wife and I each 100%'d Talos 2 and it was abundantly amazing. It had been years since either of us completed 1 but the way the story is structured you hear about the events of the first game in detail pretty regularly. I'm trying to be vague for spoilers. And of course I'm not trying to talk out of replaying 1, but just know you don't have to, understand 2, and in my opinion it might be a touch tedious to do them back to back.
Both fantastic games tho that started a lot of good conversations between us.
There’s like three different points in the game that look like the end before revealing more. It’s a chunky game. If it was paced slightly better and the dialogue trimmed (by a lot) it would be perfect. But it’s close enough
Even if you notice that your brush techniques an inventory screens don't look complete, it really does feel like the end. Then when they do look complete and you're sure you've finally finished it, there's one more region and some upgrades.
GTA in general has a long story. Which I honestly don't mind. It means you get your money's worth with the story alone. All the messing around is just secondary and an added bonus.
I was trying to think of one since I feel the opposite most of the time. This one did surprise me with the length. You think the end is approaching, but some more bullshit is ejected at Niko every time. The main quests takes a lot of detours (in a good way). There isn't just one villain and you help/fight tons of different factions across the islands.
For me Portal as well. I knew back then that people said it's an afternoon game but I thought "an afternoon for a good player, certainly not me". Finished it in an afternoon.
I 100% Tunic in 15 hours. I expected it to be longer and harder, considering it's not even in a real language and you have to translate it to solve most of the puzzles.
Great randomizer out there for it. And it's Archipelago compatible so you can mix it in with other randomizers alone or with friends, in case you want more!
The first few dozen times I played it, it felt like it took forever to get anywhere. The most recent time I played, it felt quick and easy to get to the bottom. (I got stuck on something, though, and haven't been able to continue past the valley of the dead.)
Fallout 4. The amount of world exploration and itty bitty stuffs almost makes me lost myself in exploration, even though the story can be really short depending how you progress the content. On my first playthrough, I clocked at ~90hrs of play time and only just passed the 1/4 of story progression just because I sucked in sidequest and exploration.
Never thought I enjoyed the base building and assisting settlements aspects, Bethesda did great job on Visual storytelling speaking as Interplay/Obsidian Fallout fan.
Another case is STALKER Anomaly mod which can gives you theoritical endless playtime as long as you creative to build your own CYOA Stalker story. Though I don't recommend Anomaly if you're looking for the STALKER lore (as they're fan project) and should be treated as post-vanilla playthrough.
Going back a ways here with Castlevania: Symphony of The Night. It seems like a fairly fleshed out game as it is when you get to the “final” boss but then you read a guide and find out “ending A” is only half of the game
I remember grinding my way through Pokemon Conquest, having a decent time but also kinda wanting it to reach its conclusion. I get to the end of the main campaign, scroll the credits, and then it tells me on next boot that there's now some more content to play.
"Oh cool, a postgame," I thought.
No. There was not a postgame. There were something like eighteen new campaigns to play.
To a certain kind of person this must've felt like Christmas morning. I put the game in a drawer and didn't turn it on again out of sheer intimidation.
I had just come off of FFX while running through all the FF games that I could. With FF12, I got to a point where I had a solid amount of freedom and did a bunch of side quests and stuff. Then the next portion of the story takes you to this mountain, and I thought, ah cool, this looks like "new base" material. They lay out new information about the plot and then the next stop is to assault an air ship.
Kick ass, I think. This is probably roughly the story equivalent of the assault on Bevelle from FFX, you go in, fight your way through, a cinematic happens and the thrust of the story changes, new info drops, motivations change and are renewed just like in FFX.
Nope. You get to the boss on that ship, it's some dude you have little to no investment in fighting. You kick his ass, he transforms, easy fight, and the game just ends.
I sat in actual open mouthed disbelief. There was no way the game ended there, at what I felt was dramatically and game time wise to be the obvious mid point. And yet, there the credits rolled.
I haven't played since the original release, but I vaguely remember feeling the same way. If I remember correctly you get to the boss and he is practically like who are you guys. I felt so let down there was no build up between the boss and your characters.
And then Square repeated it with FFXV. Whole time I was like why do I care about this villain? Apparently you had to play some side game or read a story to understand why you were meant to care.
Maybe not the length of the main campaign, but good luck 100%ing Cartherine, holy shit. Nevermind Full Body. There's like 8 endings combined + insane challenges and 64-stage game within the game. +100 hours easy, if not more.
I knew it was a jrpg from the beginning, but the way the stories unfolded and piled up had me confused. There was a new question every chapter and it just bwcqme bigge and bigger. Awesome game
Considering how simple its premise is, Another Crab’s Treasure seems pretty basic, like its story doesn’t have much left, at several points. People online gave some takes that four boss fights from the end, they thought each one would be the final boss.
Far Cry 3 also did this well. You finish the skill tree, do the last few missions where the increased power slides the difficulty down…and then it turns out you unlock a whole other island to make use of your full ability tree in every encounter.
No matter how much I've played it, I don't think I've ever got past half of the campaign of Sacred.
Now playing Elden Ring and even if I'm just starting out I'm constantly surprised by the amount of stuff in the world, most of which I only discovered the second or third time I visited the area it's in.
Yo been Waiting to get to try this, how big of an upgrade is it over the first one? I only got like 10-20 hrs in that but I've to admit its a very unique game and its been on my list
Biggest surprise for length was Dragon Quest VII, the PSX version. Started playing it close to release, dropped it several times and finally finished it years later.
I'd played multiple games in the series before and I think the longest one topped out at 40 hours, so I really was not expecting a 100+ hour marathon like that was (although the very, very long prologue should probably have served as a warning).
In most JRPGs of the time, at the 30 hours mark you do your endgame sidequests, collect ultimate weapons and whatnot. In DQ7, you unlock the job system 🙃
I've been wanting to play that. Considering it already takes me something like 30-40 hours to launch a rocket in base game, I'm anticipating that getting through the DLC is going to keep me busy a while.
Xenogears. 80-hour game, and that’s without grinding for everything. And, it probably would have been close to twice as long if they’d been funded enough to complete it. As it was released, the second disc began with a 2-hour cutscene with a save point in the middle, which essentially summed up most of the second half of the story. Amazing game. Like playing through an entire mecha manga.
Ist too bad Xcom games are so focused on time limits. I know it meant to add to the tension but its just frustrating to me to non-stop rush everything.
Lufia: Rise of the Sinistrals. JRPG for the SNES published by Quintet. VERY large game for the era, there are a LOT of towns with dungeons to go through. Gets a little grindy mid-way through, it also manages to fit such a large quest with such a large game map on the cartridge by having relatively little variety in visuals. There's one town tileset, there's one dungeon tileset that gets palette swapped, there's one cave tileset that gets palette swapped, there's a relatively small number of music tracks you'll be hearing a lot.
The North American release of its sequel had a very late game dungeon that was corrupted, and technically possible to move through but you'd have to have played the PAL version to know what you're doing. One of the few broken games I'm aware of to get a Nintendo seal of quality. Lufia II is actually a prequel, you play out the full adventure of the legendary heroes you play in the cold open of Lufia. There's a cool detail between the two games, in the first, when the legendary heroes were legendary, the dialog is spoken very formal and pompous. In the second game, when we've been with them this whole time and they're just people, the same dialog plays out the same way but it's much more casual. "Come forth and show thyself!" becomes "Come out and show yourself." Probably my favorite detail of the whole series.
I've avoided this thread for a bit because I assumed there'd be a bunch of dick jokes. I was pleasantly surprised with a bunch of thoughtful and awesome comments. Fucking love the nerdiness of this community.
To answer the question - there's a number of them, but i think the first one for me was Fable: The Lost Chapters. It added a ton of new content on top of the base game, plus there were a good amount of extra side quests, challenges, puzzles, collectibles, etc, that I got so much beautiful and memorable gameplay from it.
It does feel like games nowadays are made to appeal to the masses and/or pump out a lot of games as quickly as possible in order to generate as much money as possible. Fortunately indie game studios and devs still exist for people that are looking for a little more substance. Shout out to the Indie Stone for Project Zomboid and their continued efforts to add more awesome features to their game!!
The only time I was really caught off guard by a game like that was Darksiders II. I went into the final area expecting a gauntlet of challenges, beat the first big boss enemy in there... And final cutscene and credits. That guy was the final boss. Made me literally put down the controller and say "That was it?" I've always known long games were going to be long going in to them.
Beyond The Edge of Owlsgarde. No spoilers, but despite playing it for plenty of hours (don't have an exact count), I felt it was short. Pretty cool enough of a modern point and click adventure game, though.
The Last of Us II. I went in expecting the same act structure as the first and was surprised. If you've played it then you know what I'm talking about. Despite mainly taking place over just a few days it really feels so drawn out and a relentless struggle, which felt so perfect for the world of the game.
Developers are demonstrably not getting more efficient with their content. More content means more assets, and that's why development timelines have only gotten longer over the years.
I do, and I miss it. I'm far more likely to feel these days like they made too much game to its own detriment than to make it a length that felt better for the game's pacing. Baldur's Gate 3 was phenomenal from start to finish, but games frequently come in at a third of its length and feel like they were longer than they should have been. Lots of games transitioned to open world that used to be linear, and the open world is little more than a menu that makes it take longer to select your mission, because you have to travel there. They create checklists of busy work to keep you playing worse content between the moments that you actually want to do, like the side missions that litter modern Assassin's Creed games with progression gates. I didn't know how good we had it when we got FPS campaigns between 8 and 12 hours in the years following Half-Life 1, because they've been so rare since Titanfall 2 came out 8 years ago. Games being longer now is not solving a problem that I had, and I'd argue it's often creating problems.
Maybe you prefer your games longer, and good on you if you do, but it's most definitely not due to developers getting more efficient with their content. For one reason or another, because you're demanding it as the customer or because modern asset pipelines make it make the most fiscal sense, they're just spending more time making the content.