With triple-A titles, some of the more vocal gamers always want more. More content. Bigger, flashy, more visually-intricate graphics with more P, more K, more FPS.
When was the last time you saw a AAA game announcement which didn’t say something like, “THE BIGGEST OPEN WORLD IN THE HISTORY OF VIDEOGAMES!”, or “THIS GAME’S MAP WILL TAKE YOU FOUR REAL-WORLD WEEKS TO TRAVERSE!”?
The need for copious, bounteous amounts of content is something of a double-edged sword, however.
Of course, it means you get to play your game for longer - like a kid on summer holidays, the idea of a visually-stunning game you could play from dawn ‘til dusk for two months sounds like a dream. However, most of us are now (at least not physically) not children any longer, and the idea of a game being an all-consuming time-sapper actively discourages me.
If a game proudly proclaims “100 hours of gameplay”, I just read “you won’t complete this game this month”.
Some AAA games, whether through artificial bloating or unsatisfying core gameplay loops spread too thinly, are just... not worth finishing.
Hiya, you lot!
I'm Tommy, a 35-year-old game developer living in Gateshead (not "Newcastle", never say "Newcastle").
I've worked on Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more.
I enjoy a pun and suffer fools gladly.