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e'll all agree that the first Banjogame was massive back on N64. Not just in terms of sales but in sizetoo. But what does the man who helped crate Banjo Kazooie think about agame's length in today's terms?
"I guess people are now lesstolerant of really, really long games," Rare's head of design, GreggMayles, told CVG. "Or if you're going to have a really long game it hasto be structured in such a way that the majority of the players playthe game up to a certain point and are happy with it, but that sectionis shorter and then make sure the tail-end of the game suits the peoplethat want to carry on."
He continued, "The trick is not forcing everybody to play it for acolossal amount of time. So if people want to try and complete it inlike 20 to 30 hours that's fine. If people want to then carry on,that's fine."
I noticed this is true. I dislike how people are becoming like this but I wouldn't blame them either. Most longer games today are just tedious, like its not worth completing. The older N64 games were so great because it was fun spending hours playing them. WoW is a perfect example - people play that non-stop. But when you play a game like Oblivion, beating the game 100% is just wasting your time. Its not rewarding, it isn't fun, and its barely addictive.
I made a game called "Rectangular Fusion" which is a full RTS with 10 units to spawn. People who spent the time to learn the game were very impressed but people who were impatient and wanted instant action rated it poorly. It seems to me only the younger audiences are impatient but people who grew up with SNES, gameboy, genesis, PS1, and N64 all know what gaming is really about