Fallout 4: 10 Key Lessons From 2013's Biggest Games

1. Make The Main Campaign Last 50 Hours - Ni No Kuni

Easily the best RPG of 2013 was Ni No Kuni: Wrath of the White Witch, a sumptuous, brilliantly-realised and really quite beautiful journey coming straight out of the Studio Ghibli stable. Yes, essentially a 50-hour-long Ghibli movie, Ni No Kuni was a major critical hit and rightly so: it may not have boasted the most complex gameplay out there, but it looked amazing, and featured an enchanting story to boot. Even if you decided to stick to the main quest path, getting through the game could easily take 40-50 hours, a rarity in contemporary gaming, where a faster through-point is normally fashioned for casual players. One of my main complaints about the Fallout series to date is the brevity of the main quest. Yes, there are enough side missions to make the game last weeks, even months, but if you're one for going for the meat of the story, each game can be comfortable beaten in 15-20 hours. This is a healthy length for any normal game, but with a world as immersive as this, I'd love to see Bethesda make a beefier main quest length, running closer to Ni No Kuni's 50 hours. Give it an even more epic scope than in previous games, and given how dedicated this series' fanbase is, they'll be patient enough to stick around for the payoff. Are there any pointers we missed? Let us know in the comments below!
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Stay at home dad who spends as much time teaching his kids the merits of Martin Scorsese as possible (against the missus' wishes). General video game, TV and film nut. Occasional sports fan. Full time loon.