10 Reasons All Video Games Are Starting To Suck

7. Superficially Padding The Playthrough

god of war ragnarok atreus
Sony Santa Monica

Now that modern games boasts hundreds of levels, thousands of NPCs, millions of lines of dialogue, and a world big enough to get lost in, it seems impossible for players to get bored.

So why does it keep happening? The answer is simple - "More" isn't always better. You can be done and dusted with Undertale, Short Hike, and Portal in a few hours and yet, feel satisfied.

It's fine if a video game is long, but there is a right and wrong way to go about it. A lot of RPGs have a section where the difficulty noticeably spikes, forcing the player to grind for hours until they're strong enough to progress. This unsubtle method to bloat the gameplay isn't just tedious - it's lazy.

Hollow Knight, Assassin's Creed, and God of War may have received glowing reviews, but they still fell into the trap of stretching out the playthrough by relying on backtracking.

Skyrim and Breath of the Wild dodge these issue, despite being renowned for their length. Both titles give you so much freedom, you have a lot of control over how long your adventure will be. If you wish to take part in a zillion side-quests, there's nothing stopping you. If you intend to focus entirely on the main campaign, go for it. If all developers used this approach, modern games wouldn't be regularly criticised for being artificially elongated.

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Contributor

James Egan has written 80 books including 1000 Facts about Superheroes Vol. 1-3 1000 Facts about Horror Movies Vol. 1-3 1000 Facts about The Greatest Films Ever Made Vol. 1-3 1000 Facts about Video Games Vol. 1-3 1000 Facts about TV Shows Vol. 1-3 Twitter - @jameswzegan85