Todd Howard. The CEO of the company which games are world famous for their bugs.
When you play their games. You learn to quicksave before doing anything. Because you never know when opening a door will send a cheese flying at Mach 5 and hit you in the face.
He’s the guy who says my PC is the problem? Not their shitty code? Okay.
Have a hard time dedicating consistent time with a single game because of other things like work. So any long story-driven game is gonna be a pass for me. If I need to remember a town name, map, or a character name and its more than a couple hours, its a nope. I simply have a hard time with dedicating the time to something like that, even if I enjoy it. MMORPGs or anything with dailies have similar issues.
I mostly tend to play games where I can spend a short period of time in a session and it doesn't matter if I come back to it in months. Over the past year or so, beatsaber and Terraria are the games that have fit that bill for me the most. Have over 1500 hours in Terraria and expect that number to probably grow over in bursts over the next decade.
I love Hades, one of my favorites in recent years.
The gameplay is tight and action packed, the loop is fun, not too long, yet different enough between each run.
There are still tidbits of story and lore, but nothing that really takes time away from actual action.
I guess the absolute opposite would be a Kojima game with 45 min cutscenes, which I usually bounce off hard.
Might be a weird comparison, but the pacing in Hades kinda reminds me a bit of DOOM2016. (Another game I loved.)
Although a completely different setting and top-down roguelike instead of FPS, I get the same action packed vibe out of it.
I really, really doubt that we will see an F-Zero game on the (current) Switch. The series has always been used to test/prove out some new tech that Nintendo wants to build into other, bigger games (mostly Mario Kart but not exclusively). We’re too far into the Switch’s lifecyle for that, unless maybe Nintendo wants to learn more into something like online functionality (yeah, right).
Mmm i dont think its at all a static number. What matters is trimming it down to whats important. If you can keep bringing in new game mechanics, or exploring existing ones in new and interesting contexts, or keeping me engrossed in the story, it can go as long as it wants. Like, Chrono Trigger is considered a pretty short jrpg, because its very condensed for how broad of a scope it has, but boy is it a great game. Mario Odyssey got some criticism for how many moons are in the game, but i loved getting each and every one.
I don’t think I could pin down a universal number. I really enjoy when a game understands the staying power of its gameplay loop and finishes up before it gets stale.
I’ve got 180 hours into TotK and I’m not sick of it yet because I discover something new every time I play.
Conversely I 100%-ed Dredge in 20 hours and that felt like the exact right amount of time. Any longer and I’d have been sick of it.
Or we can go even lower with something like Untitled Goose Game, which was under 10 hours and also finished up just as it got old.
So yeah. I’m all about the self awareness of a game with regards to the experience. Whatever amount of time that takes is cool with me.
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