People forget that Indie isn't a special label for. When isn't fullfilling, then yes its lenght should matter, especially when we are talking about. I was satisfied with Journey's length, and it also provided replayability with the robes and teaching other players how to get through, in a circle where you're now the mentor.ĭo you want 30 hours if it's full of boredom like RE 6, or do you want a shorter experience with no filler? There's no objective reasoning that this many hours caused me this much enjoyment, it's more how the story or gameplay was developed to its full potential. As long as you do enough with your mechanics/story, and have less filler, that would be fulfilling. It's a subjective thing on a case-by-case basis. In reply to When isn't fullfilling, then yes its lenght should matter, especially when we are talking about. Value proposition over game length just a weird argument.When isn't fullfilling, then yes its lenght should matter, especially when we are talking about. In reply to Journey was 2 hours long and yet still one of the best games this year. So stop cheering for short and boring games with the "you have to give them the indie pass card". They are for a talented bunch, that outdoes a whole team full of green in all aspects, scope, features even if a bit of production value is amiss (hardly in these last years, limbo, Vessel, Rochard and so many are breathtaking in visuals) it brings new stuff you wouldn't find in a sequel driven industry. You do the same thing the whole time, even if the puzzles are the evolving part. Not all the game is as consistent in its shortness. And even more if the game mechanics are a bit choreish like these are, if your talking about a theme park game design when your curiosity is reinvegorated in visuals and gameplay trough, then it doesn't matter that much.Īnother good example is Limbo. 2/3 freaking hours.ĭevalues it a great deal, for me. Journey was 2 hours long and yet still one of the best games this year.
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