Was talking by email with Dave Gilbert of WadjetEyeGames yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of “gameplay”, since most other games you find (especially in portals) offers you that.
As I wrote already a few weeks ago in my “how long is it” post, you can’t really compare such kind of games with other games. Take a look at the Hidden Object Games you see in portals: they offer usually 4-5h of gameplay, but they do that using several tricks:
- first of all, there’s much less text/narration. This isn’t necessarily bad: many people don’t like to read much texts, and that’s why I want also to make some more classic adventure games alongside my actual Visual Novel and Dating Sims. But is much easier to write a story with less dialogues, than come up with a long story rich of plot twists and interesting situations, as you can imagine
- then they’re filled by minigames. Many minigames are mini-puzzles, so it depends also how skilled you are. But should that count towards the gameplay length? If so, the problem then is not the actual story/plot length but the kind of minigames that are in it. Also the risk is of breaking the narration by putting too many minigames, so there will always be someone unhappy
- reusing content. Many games reuse locations, for example the same background, but you have to find different set of objects. That’s ok of course, as a game designer I know perfectly that you often have to find a compromise. But is the player really happy about that? I mean, why stretch the story/gameplay recycling stuff, just to “reach 5h of gameplay”?
I understand the complaint of some people, but you need also to understand the amount of work that’s behind those games. Is much easier to come up with a new “reskin” of time management games or even strategy games (unless you put something different). Many RPG made with RPGMaker XP uses all the same tilesets/sprites! So you need to understand how hard is to make adventures, since you can’t recycle/reuse stuff, but everything needs to be drawn from scratch, a interesting story needs to be written, and so on. There is a reason if mainstream AAA companies left adventure games a few years ago. Now they’re coming back a bit because with 3d content is indeed possible to re-use many assets (a new character can be easily created starting from a old 3d model as base).
I really think that the only solution in this case would be recurring to microtransactions but also some online game. If I was selling my Vera Blanc games for $9.99 I probably would sell more copies but would almost for sure make less money overall (believe me I tried so many times to lower prices but I simply couldn’t survive with the revenues).
So I was thinking that a webgame made like an adventure, at a very accessible price (price based on game length) should make everyone happy and at same time being online could get more viral and known, so get more exposure (needed because if I set such low pricetag I need to shift much more copies).
Though I’m sure there still would be someone who complains about price 😀
