Two scoops of Worth Reading in one week? Gosh, weāre lucky. What better way to celebrate than an in-depth investigation into how fighting games have infiltrated real-life fighting, a considered take on the value of game length, and lots more? Youāre just one click away, buddy.
There used to be a time when I had whole summers and winters to sit and play video games for hours on end. This would explain how I was eventually able to max out the clock in Final Fantasy VII, which eventually stops keeping track of time when youāve hit 99 hours, 99 minutes, and 99 seconds. To be fair, itās a reasonable time to put that CPU power elsewhere.
At that age, I could only afford a new game every once and a while. Iād scrape just enough together to buy a new overpriced SNES cartridge, but more than likely, I was heading back to Blockbuster to rent out the same damn game yet again. In short, precious few games but lots and lots of time. Those swap places with each other as we get older. I can now afford more games but have precious little time to dedicate to them, given the other demands of my life.
It makes writing about video games really weird, especially since itās impossible to know everyone elseās circumstances in life. Where weāre at on the spectrum greatly influences how we feel about a gameās length, the topic de jour this week, thanks to review for The Order: 1886. By most accounts, The Order isnāt a very good game and itās quality has nothing to do with length.
You know what, though? I still wanna play it. Come at me, Kirk!
Hey, You Should Read These
āGamingās Long Conā by Simon Parkin
Games should be the length they want to be. $60 does not imply any specific length, and itās a ridiculous metric for quality, even if itās a worthwhile metric for value proposition. Important! Itās totally fine for consumers to look at a potentially five-hour experience and determine itās not worth their money, but developers shouldnāt be expected to produce video games to an arbitrary length. Instead, consumers should be patient, take advantage of sales, and purchase a game when it lines up with what theyāre willing to pay. The games win and the players win.
āUnlike films, where the narrative progresses at a rate set by the director, video games have no fixed running time; what takes one player an hour to complete may take another player three, depending on his skill or tenacity. In this way, playing a game is closer to reading a book, where the rate of consumption is dictated by the aptitude (or interest) of its consumer. Gamemakers often err on the side of caution, stuffing their creations with as much material as possible, lest they face the accusation that the work is insubstantialānot in terms of the weight of its message or meaning but in mere terms of its bulk.
There are games whose strength is in their concision. Brevity and succinctness force creators to think more rigorously about the story, trimming away unnecessary adornments and placing greater emphasis on the gameās mechanics. Papers, Please is an interactive examination of what it might have been like to work as a passport-control agent in a European Communist state in the early nineteen-eighties that lasts only a couple of hours. Its impact reverberates far longer. Portal, a near-perfect game by Valve, fully unravels its story and ideas within a delicious and memorable three hours. (Some critics complained about its length anyway.)ā
āStreet Fighter In The UFC: Hadoukens And Izuna Dropsā by Jack Slack
I donāt know a lick about UFC fighting, but found myself captivated by Jack Slackās attempts to find examples of ridiculous and over-the-top fighting game maneuvers in real-life fights. He finds more than you might think, and even found a fighter who quite literally did the hadouken stance in the middle of a fight. That doesnāt sound like proper technique, but itās funny as shit.
If You Click It, It Will Play
These Crowdfunding Projects Look Pretty Cool
This Is The Police seems to be applying the Papers, Please idea to police work.
The Realm System is yet another motion/feedback system. Is it all noise at this point?
NightCry didnāt seem to have much hope of getting funded, but Iām happy to be wrong.
Tweets That Make You Go āHmmmmmmā
https://twitter.com/embed/status/567714618458394625
https://twitter.com/embed/status/567478428580843521
Got the first pieces of a new project today ā something that will meld my love of crufty electronics & games š pic.twitter.com/agTqJQoiO2
ā Robin Hunicke (@hunicke) February 20, 2015
Oh, And This Other Stuff
Keith Stuartargued companion apps and other similar concepts are only getting started.
Peter Rubin investigated the early work being done to merge porn with VR.
Alex Wawro spoke with several developers about what itās like to build tutorials
Amsel put Aliens: Colonial Marines on easy mode and discovered a walking simulator.
Matthew Marko explored the understated emotional storytelling in Majoraās Mask
John Andersen remembered Shinya Nishigaki, the man behind the amazing Illbleed
Brendan Keogh compared the lust for long games as a quest for buckets of content.
Adam Lloyd profiled the content removed from the final version of Sonic the Hedgehog 2
Leigh Alexander dropped the mic while analyzing a recent Law & Order SVU episode.
Austin Walker examined Darkest Dungeon and what it has to say about mental health.
See you next week!
You can reach the author of this post at [emailĀ protected] or on Twitter at @patrickklepek