A bunch of indies have gotten together and posted their thoughts on the "game length issue".
Jonathan Blow of Number None:
http://the-witness.net/newsRon Carmel of 2DBoy:
http://2dboy.com/2010/08/17/too-short/Chris DeLeonL:
http://www.hobbygamedev.com/spx/short-videogame-design/Dave Gilbert of Wadjet Eye Games:
http://nygamedev.blogspot.com/2010/08/coming-up-short.htmlEitan Glinert of Fire Hose Games:
http://www.firehosegames.com/2010/08/how-much-is-enough/Mike Gilgenbach of 24 Caret Games:
http://24caretgames.com/2010/08/16/does-game-length-matter/Cliff Harris of Positech Games:
www.cliffski.comChris Hecker of Spy Party:
http://spyparty.com/2010/08/16/size-doesnt-matter-day/Scott Macmillan of Macguffin Games:
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goodsNoel Llopis:
http://gamesfromwithin.com/size-mattersPeter Jones of Retro Affect:
http://retroaffect.com/blog/160/Size_Doesn_t_Matter_Day/Lau Korsgaard:
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/Martin Pichlmair of Broken Rules:
http://brokenrul.es/blogGreg Wohlwend of Intution Games:
http://mile222.com/2010/08/a-haiku-about-game-length/Jeffrey Rosen of Wolfire:
http://blog.wolfire.comOne quote from Jonathan Blow:
Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough? Wouldn’t that be cool?
A movie can give you a satisfying experience in 2 hours.
A painting or a sculpture can give you a satisfying experience in 10 minutes.
A song can give you a satisfying experience in 3 minutes.
What is it about certain kinds of linear-experience games that makes players feel they need to play them for hours upon hours in order to accrue a satisfying experience?
Something interesting that I don't think anyone touched on: all those other experiences require nothing more than the viewer to show up and look at it (or listen to it). Games require you to know how to play it, to learn its rules, to get good enough at the mechanics to actually beat it. There is an investment there and if you take the time to learn all that only to have the game end once you get the hang of it...well, it feels like a waste of your effort.
I think the
Hobby Game Dev and
Fire Hose Games are the better articles.
EDIT
A response on the Qt3 forum:
I think he misses a key point. Few people pay to listen to a song for 3 minutes and are done with it. I doubt many people pay 99 cents on Itunes for a song and expect to derive a grand total of 3 minutes of satisfying experience from it.
When people buy something, they expect to be able to repeatably gain that satisfaction (or approximation) from it, whether it be movies, games, or books.
The real problem is that so few games offer experiences that are not only worth repeating, but repeating enough to make them worth the 60 dollar investment new.
So if a game can't offer an experience worth repeating for your purchase, it offers a longer experience that's worth playing one time or they tack on multiplayer. That's the solution games have come up with regarding this problem.
I think Mirrors Edge is a good example. A single play through of the story is pretty short. But once you're done you have the time trials which I played a ton of, even though it was nothing more than the singleplayer levels with a clock to beat. But that was enough (along with fun gameplay mechanics) to make it worthwhile.