Oliver
New member
- Joined
- Apr 7, 2026
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There's a difference between a game being long because it's genuinely rich and a game being long because the designers needed to hit a certain playtime metric. Most modern open-world releases fall firmly into the second category.
I was playing Gothic II again recently -- shorter than most things that ship today, but every area feels purposeful, every quest has actual weight. Compare that to something like Assassin's Creed Valhalla where I genuinely lost track of whether anything I was doing mattered. I don't think it's entirely the developers' fault, the structure is driven by what publishers think players want, but the result is games that feel designed to occupy time rather than use it well.
I appreciate that some people enjoy the completionist loop and I'm not saying they're wrong to. But I'd take twenty hours of something that has genuine things to say over a hundred hours of map markers any day.
I was playing Gothic II again recently -- shorter than most things that ship today, but every area feels purposeful, every quest has actual weight. Compare that to something like Assassin's Creed Valhalla where I genuinely lost track of whether anything I was doing mattered. I don't think it's entirely the developers' fault, the structure is driven by what publishers think players want, but the result is games that feel designed to occupy time rather than use it well.
I appreciate that some people enjoy the completionist loop and I'm not saying they're wrong to. But I'd take twenty hours of something that has genuine things to say over a hundred hours of map markers any day.