Saturday, April 23, 2016

Session by session

Let's talk game design.

A lot of developers talk about their games as providing hours of entertainment. While I've already covered the idea of money value, a lot of this seems to be based on an overarching evaluation of the game. (It's marketing, so no surprise there.)

The thing is, most video games aren't played all at once. It can take days, if not weeks, of a player sitting down for a couple of hours after work to get through the newest game. (Obviously, there are anomalies like players who have more free time, or sandbox games that can consume entire months.)

As such, games that logically break themselves down into manageable chunks are logically better. And I don't just mean in the sense of letting the player save whenever. This has to also apply to things like the main story or sidequests. In other words, instilling a feeling of progress for the player for each session of playing the game.

This lends itself to a very episodic structure; any quest or storyline either is a "one-shot" that is easily completed, or is subdivided into multiple parts. Some games have even hard built episodes into their core design (I'm looking at you, Telltale).

On the other hand, this puts certain limits on what stories you can tell, so you're left with a tradeoff of allowing people to have shorter sessions (and make it easier for them to follow along with losing them) versus losing design space to tell a more expansive story. There's no right answer here, as every gamer will have a different schedule and be forced to approach their games differently.

I suppose that variety is the best answer, but this is an industry where the AAA studios tend to be more and more formulaic. I suspect that in terms of games that don't match the "average" playtime of the "average" gamer (even though I find such a thing suspect), you'd have to look towards more indie titles.

This is also the kind of thing that has spurred mobile gaming; you can finish your daily tasks in one game in under ten minutes, and if you have time for more, there's a dozen other games just like it for you to pick. With so many people on the go, games like that were bound to thrive and fill the niche of that bus ride to work.

At the end of the day, the amount of time you can devote to a game is yours, but I would encourage developers to keep that kind of thing in mind. Just who are they making their games for? I suspect there would be a lot more games of higher quality if developers were more precise about pinning down how long a session of their game ought to last, and developing it from there.

All I know is that there is so much gameplay, and not nearly enough time. Even for me.

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