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	<title>Comments on: Playing time</title>
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	<link>http://www.ebonyfortress.com/blog/2009/07/20/playing-time/</link>
	<description>Thoughts on computer games and their development</description>
	<lastBuildDate>Wed, 16 Dec 2009 21:14:58 +0000</lastBuildDate>
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		<title>By: Furiant</title>
		<link>http://www.ebonyfortress.com/blog/2009/07/20/playing-time/comment-page-1/#comment-43</link>
		<dc:creator>Furiant</dc:creator>
		<pubDate>Wed, 16 Dec 2009 21:14:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.ebonyfortress.com/blog/?p=79#comment-43</guid>
		<description>Speaking of World of Warcraft, one of the things I really love about Azeroth is the level of detail the designers poured into it. If you poke around as you travel, you end up stumbling upon little stories, many half-told, that breathe life into the content. A campfire with an open pack nearby... a few meters away, a disacarded axe near a bundle of twigs... a little further, a corpse... finally, at the end of a path, a cave with some bones littered around it. What happened here?

I too have become sensitive to filler content - I can recognize it earlier, and when it&#039;s obviously meant as a cheap means to bloat the apparent scale of the game, it&#039;s even more annoying. But if there&#039;s a little intrigue at all, a little &quot;there is more to this place than my personal interests&quot;, that somehow makes it a more personal experience. It&#039;s the richness that counts.

I like to be rewarded for exploration. Not necessarily getting a piece of loot or a title because I found a &quot;secret&quot; area, but finding that someone had an experience there, that a developer put a little love into his craft without expecting anyone to notice. Orc grafitti, a doll that some kid dropped as their family fled from an invasion, a journal written by some completely irrelevant person.

The opposite of this is endless square mileage of algorithmically-generated terrain stocked with ultra-aggressive wildlife who wander aimlessly in little circles waiting for JUST ME to walk by. NPC&#039;s walk right through them; tasty deer and rabbits frolic among them; but I step foot in there, and the entire zone comes after me. Lame. Overused, cheap, lazy, uninspired, unbelievable, and non-immersive. 

With Oblivion it was even worse, in my opinion: as you got more powerful, the entire world got more powerful with you.

I don&#039;t know what the solution to making games infinitely interesting is, but I know it doesn&#039;t involve making me, the player, the center of it all.</description>
		<content:encoded><![CDATA[<p>Speaking of World of Warcraft, one of the things I really love about Azeroth is the level of detail the designers poured into it. If you poke around as you travel, you end up stumbling upon little stories, many half-told, that breathe life into the content. A campfire with an open pack nearby&#8230; a few meters away, a disacarded axe near a bundle of twigs&#8230; a little further, a corpse&#8230; finally, at the end of a path, a cave with some bones littered around it. What happened here?</p>
<p>I too have become sensitive to filler content &#8211; I can recognize it earlier, and when it&#8217;s obviously meant as a cheap means to bloat the apparent scale of the game, it&#8217;s even more annoying. But if there&#8217;s a little intrigue at all, a little &#8220;there is more to this place than my personal interests&#8221;, that somehow makes it a more personal experience. It&#8217;s the richness that counts.</p>
<p>I like to be rewarded for exploration. Not necessarily getting a piece of loot or a title because I found a &#8220;secret&#8221; area, but finding that someone had an experience there, that a developer put a little love into his craft without expecting anyone to notice. Orc grafitti, a doll that some kid dropped as their family fled from an invasion, a journal written by some completely irrelevant person.</p>
<p>The opposite of this is endless square mileage of algorithmically-generated terrain stocked with ultra-aggressive wildlife who wander aimlessly in little circles waiting for JUST ME to walk by. NPC&#8217;s walk right through them; tasty deer and rabbits frolic among them; but I step foot in there, and the entire zone comes after me. Lame. Overused, cheap, lazy, uninspired, unbelievable, and non-immersive. </p>
<p>With Oblivion it was even worse, in my opinion: as you got more powerful, the entire world got more powerful with you.</p>
<p>I don&#8217;t know what the solution to making games infinitely interesting is, but I know it doesn&#8217;t involve making me, the player, the center of it all.</p>
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		<title>By: Ben</title>
		<link>http://www.ebonyfortress.com/blog/2009/07/20/playing-time/comment-page-1/#comment-33</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Sun, 26 Jul 2009 20:12:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.ebonyfortress.com/blog/?p=79#comment-33</guid>
		<description>I think I just really appreciate a game which has both a strong story-line and an exploratory element. Oblivion has that, and many other RPGs do too, such as Might and Magic. I&#039;ve spent 200 hours on Oblivion but I know there are probably 100 places I&#039;ve not been to and maybe 20 or 30 quests I&#039;ve not started or finished yet. Now, whether each of those truly constitutes unseen content or just a new permutation of existing content is an interesting question.

I don&#039;t mind trudging across empty wasteland if I think I might find something at the other side. I like to think of it as a bit like percussion in music - the rhythm comes not just from the sound of the drums but the spaces between the sounds. As long as the excitement isn&#039;t too sparsely spread, I still find it fun.</description>
		<content:encoded><![CDATA[<p>I think I just really appreciate a game which has both a strong story-line and an exploratory element. Oblivion has that, and many other RPGs do too, such as Might and Magic. I&#8217;ve spent 200 hours on Oblivion but I know there are probably 100 places I&#8217;ve not been to and maybe 20 or 30 quests I&#8217;ve not started or finished yet. Now, whether each of those truly constitutes unseen content or just a new permutation of existing content is an interesting question.</p>
<p>I don&#8217;t mind trudging across empty wasteland if I think I might find something at the other side. I like to think of it as a bit like percussion in music &#8211; the rhythm comes not just from the sound of the drums but the spaces between the sounds. As long as the excitement isn&#8217;t too sparsely spread, I still find it fun.</p>
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		<title>By: brian.ripoff</title>
		<link>http://www.ebonyfortress.com/blog/2009/07/20/playing-time/comment-page-1/#comment-29</link>
		<dc:creator>brian.ripoff</dc:creator>
		<pubDate>Thu, 23 Jul 2009 23:54:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.ebonyfortress.com/blog/?p=79#comment-29</guid>
		<description>It is totally dependant on the style of game.

I could sink hours into a game of Deus Ex or Civilisation. I don&#039;t mind having the game continue over a number of weeks. However, I like shorter games too. I recently replayed DOTT in a day and enjoyed it immensely.

My feeling is that a story driven game should take its average play time from the pace of the story itself. Action driven games should base the play time on how long they can maintain a varied and fun combat (or whatever) scenario. I really dislike filler. If ever I feel a good game was too short, I prefer to think of how awful it would have been if the packed it with filler to pad the game time.

I think I am similar to yourself, I would tend to play games at a slow pace relative to the average. I like to explore a bit. But certainly not as much as you... 200 hours? =)</description>
		<content:encoded><![CDATA[<p>It is totally dependant on the style of game.</p>
<p>I could sink hours into a game of Deus Ex or Civilisation. I don&#8217;t mind having the game continue over a number of weeks. However, I like shorter games too. I recently replayed DOTT in a day and enjoyed it immensely.</p>
<p>My feeling is that a story driven game should take its average play time from the pace of the story itself. Action driven games should base the play time on how long they can maintain a varied and fun combat (or whatever) scenario. I really dislike filler. If ever I feel a good game was too short, I prefer to think of how awful it would have been if the packed it with filler to pad the game time.</p>
<p>I think I am similar to yourself, I would tend to play games at a slow pace relative to the average. I like to explore a bit. But certainly not as much as you&#8230; 200 hours? =)</p>
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