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What makes a great "short" game? [roundtable]
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Ending. That is a major factor in making a short game great. Something like Journey or The Swapper. Two games that knew what they wanted to do, had the player spend some time reaching for it, and as soon as you reached out and touched it the game ended. You didn't spend hours on hours trying to get there, you weren't lost in the haze of information, you didn't reach a goal only for the game to blow it up and give you a new ultimate goal. The carrot was on the stick, 3-4 hours later you got it, congrats on your rabbit food.
I'd compare it to a professional athelete. Michael Jordan's career could be a great way of putting it. Starts out hyped, you see the goal, you reach the goal, suddenly you are playing Baseball, then you go back, reach your goal again, now you're spending years after your peak playing so badly people don't even talk about it to this day.
RPGs suffer from this a lot. You set out on your journey. Something has done wrong to you, your village, or somebody. So you start going after it. Then the game starts peeling away the layers of the conflict and you realize there is more to the story. Suddenly you've become powerful enough to beat your enemy! GAME SHOULD END AFTER YOU BEAT THEM!! But it doesn't (?!), because there's this new, overseer villain. One you get a few hours building up. It cheapens the original conflict greatly, provides little satisfaction, and then you just spent 60+ hours on it. |
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