Itâs happened again: I spent 100 hours on Dragon Quest IX and Iâm running out of things to do before I can just go beat the game. Funny thing is, I probably never will.
I have a problem finishing games, and Iâm not alone. â¨
It doesnât make a lot of sense. Iâve poured tons of time into Dragon Quest IX this year, carefully tailoring my charactersâ vocations, exploring extra grottoes with the aim of getting stronger and accumulating rare items, and going to absurd lengths to gather materials I need to alchemize special clothes for my little team of heroes. Whatâs it all been for, if not for that one final battle that the storyâs been leading to all along?
The games in which I invest the most time are the ones Iâm least likely to complete.
It happens to me all the time. The games in which I invest the most time are the ones Iâm least likely to complete. And when I griped about this on Twitter, I heard from an overwhelming number of people who said my phenomenon is something they also experience, much to their own bafflement and frustration.
My Precious Time, Curiously Spent
We hear so much about how precious is our time these days, and how the amount of attention we have available to invest in massive, sprawling video game experiences is ever-diminishing as we grow older and the obligations of life encroach. Which means if Iâm spending 60, 80, 100 hours or more on a game like Dragon Quest IX, then I have less time to devote to the barrage of new titles I want and need to play for the yearâs end.
This makes me anxious, even guilty. And yet when I reach an endgame, when I sit down to try to wrap up the long, long journey for good, inevitably I find myself dithering around, grinding even when I know Iâm strong enough, searching for extra dungeons I donât even particularly feel like doing. I feel like an addict. What the hellâs wrong with me?
Itâs not just RPGs, either. Even action titles seem to plague players with an inability to finish â you know the end is coming and you just stop. Maybe youâre been defeated by the last boss just once and you donât want to try again, even though you battled with focus against earlier challengers. Maybe you never even get there. Some games are worth heaps of hours of our time â shouldnât it feel good to cross that final threshold?
Blame The Boss?
Darius Kazemi, a developer at Massachusetts-based independent games studio Blue Fang Games, says sometimes the problem is with boss design. Players spend all their time learning certain skill sets, and then the boss battle doesnât require them â it demands a feat of brute strength rather than acquired skills. Or itâs just too easy, as an over-leveled, over-powered, did-everything-already player knows itâs going to be unsatisfying, a matter of ritual rather than value.
âOld school boss design is supposed to liven up repetitive gameplay,â Kazemi told me. âThe problem is that it often feels like the game is training me on a particular skillset for 10-40 hours and then the big âpayoffâ is that I donât have to use those skills to beat the boss. Which totally sucks.â
Thatâs why Portal is a game you rarely hear anyone complain about wandering off on; its progression lets the player feel stronger slowly, and the end fight requires a spectacular final showcase of everything thatâs been learned along the way.
Other players seem to feel like most games havenât got that pacing down. You know the final boss is coming simply because youâve finished most other evident tasks, so youâre given two choices: take one last cruise âround to make sure you havenât missed anything, find the ultimate this-and-that, and go challenge your final rival. Itâs in that endgame content that many games seem to lose their urgency. The boss is waiting in his zone, and heâll be waiting there for as long as you need him to wait while you run around and do a few more sidequests. Thereâs no more story.
Responding to me on Twitter, reader Matthew Marko wrote me an email that laid out this principle well: âRight before the final boss, youâre often kicked out into the world and left to your own devices,â he notes. âYouâre supposed to grind, tackle optional bosses, explore the final dungeon, etc. Fatigue at all of this single-mechanic gaming sets in, with little to break it up.
âWhat end can there be to our 20-80 hours of work that can reasonably cap the experience without leaving us wanting more?â
âThereâs the carrot on the stick of the final cutscene, but so rarely does that actually provide a satisfying ending, and I think we as gamers know this,â he adds. âWhat end can there be to our 20-80 hours of work that can reasonably cap the experience without leaving us wanting more?â
In that regard, the game is simply failing to top itself; no story ending can be that good as to reward hours stretched into weeks and months of immersive âworkâ, so why see it through and be disappointed? Better to just fiddle with the late-game content until you can get properly bored of it and then move onto another game?
And then what of all that immersive work?
Not Wanting To Say Goodbye
Iâm one of those adults you read about complaining she has less and less time for long, deep experiences. An entire market has surfaced around folks who want brief sessions of bite-sized but satisfying play, and the interesting thing about modern RPGs is that they tend to allow for that. This year Iâve pulled out my PSP on the subway to do 15 to 20 minutes of grinding at a time on Persona 3; Iâve taken half an hour to do an optional dungeon grotto in Dragon Quest IX while I wait for friends to come over so we can go see some bands together.
We turn to games in those moments in life when we need a little engagement, a little escape from the world. And then we have to say goodbye?
This means those games have been my âfriendsâ in quiet moments for months and months. What will I do with my spare time when I finish them? We turn to games in those moments in life when we need a little engagement, a little escape from the world. And then we have to say goodbye?
Writer Ryan Taljonick thinks of all the games he hasnât finished: âLooking back, I donât think it had to do with loss of interest,â he says. âI think it had more to do with me not wanting to kill off those virtual people I had grown to care so deeply about. Once the gameâs over, they all disappear.â
âWhile beating an RPG had always resulted in a huge sense of accomplishment, it was often coupled with a feeling of loss and disappointment.â
We can spend all the time we want in imaginary worlds, triumphing over invisible accomplishments, but eventually it does have to end, and maybe we canât help but resent the game for that. When the end approaches, we realize itâs just a game weâve been playing, and that itâs going to be over soon, and that the ending will not be emotionally valuable enough to give us closure, to give us a good reason to let go.
When I donât beat a game â when I burn out on the endless end-gaming that I canât seem to see through and I put it aside â it stays forever incomplete. That disc or cartridge is sitting in my collection with a little bit left on it to enjoy. Iâll probably never go back to it, but maybe itâs enough to know that I can. And when I do, I can return to the gameworld exactly how I left it; a world still oppressed by evil, that still has a place and a use for me and my character, that still needs me to save it. A story that never ends, because Iâve never let it.
Leigh Alexander is news director for Gamasutra, author of the Sexy Videogameland blog, and freelances reviews and criticism to a variety of outlets. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.