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	<title>Comments on: Size Doesn&#8217;t Matter Day</title>
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	<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/</link>
	<description>Chris Hecker&#039;s new espionage game about subtle behavior, performance, perception, and deception.</description>
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		<title>By: Henri</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-10873</link>
		<dc:creator><![CDATA[Henri]]></dc:creator>
		<pubDate>Tue, 18 Jan 2011 11:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-10873</guid>
		<description><![CDATA[Games are interactive, and hence inherently non-linear. The story and the path your avatar follows through the game world may be linear, but the way you play the game isn&#039;t. You stop for toilet breaks. You load save games. You restart the game. You play through it again. The gameplay is an experience. You don&#039;t think about the value of a game in terms of the satisfactory conclusion of the story because it is often not tied to the game&#039;s experience. You think of the value in terms of how much you enjoy the experience, and how long that experience lasts. If you really enjoy the experience, you want more of it.

Films, or at least the films we watch in cinemas, are linear. We experience them differently. They tell a particular story. When the story ends, so does the experience. If they manage to tell that story to its satisfactory conclusion, whether it takes 1.5 hours or 2 hours, the experience was worth the ticket price. The reason most films are the length that they are is because that&#039;s how long it takes to tell their particular flavour of story. Audiences&#039; tastes change and vary, and Titanic was the length it was because that&#039;s the length James Cameron felt it had to be to do justice to the story, at the time it came out. The same with Lord of the Rings. Shorter films these days can create a similarly satisfactory experience because audiences&#039; tastes vary.

The same is true of books, paintings, poems, etc. They are inherently non-interactive art forms. I know the audience engages with these works mentally, but in games, we can change things, however marginally. We get to express ourselves in them. That experience is unfortunately tied to the game&#039;s length. If you don&#039;t have anything more to do in the game world, but your appetite for the experience hasn&#039;t been sated, you feel cheated.

It&#039;s kind-of ironic, because a film&#039;s length directly impacts the value of the experience. A long movie often feels less satisfactory than a shorter one, because the impact of the story is diluted by lengthy monologues or periods of quiet. So a shorter, tighter, better-told film could be worth _more_ money than a longer, long-winded one. Gameplay, on the other hand, is more difficult to relate to time. Your actions in a game determine the value of the experience. And the better that interaction and immersion is, the longer you want it to last. Hence, you don&#039;t value good but short games that don&#039;t deliver enough of the experience they offer, and feel that they are priced too high.

TL/DR Games are interactive. Movies aren&#039;t. Provided the experience is awesome, length increases a game&#039;s value, whereas length can actually decrease the value of a film, because it detracts from the experience.]]></description>
		<content:encoded><![CDATA[<p>Games are interactive, and hence inherently non-linear. The story and the path your avatar follows through the game world may be linear, but the way you play the game isn&#8217;t. You stop for toilet breaks. You load save games. You restart the game. You play through it again. The gameplay is an experience. You don&#8217;t think about the value of a game in terms of the satisfactory conclusion of the story because it is often not tied to the game&#8217;s experience. You think of the value in terms of how much you enjoy the experience, and how long that experience lasts. If you really enjoy the experience, you want more of it.</p>
<p>Films, or at least the films we watch in cinemas, are linear. We experience them differently. They tell a particular story. When the story ends, so does the experience. If they manage to tell that story to its satisfactory conclusion, whether it takes 1.5 hours or 2 hours, the experience was worth the ticket price. The reason most films are the length that they are is because that&#8217;s how long it takes to tell their particular flavour of story. Audiences&#8217; tastes change and vary, and Titanic was the length it was because that&#8217;s the length James Cameron felt it had to be to do justice to the story, at the time it came out. The same with Lord of the Rings. Shorter films these days can create a similarly satisfactory experience because audiences&#8217; tastes vary.</p>
<p>The same is true of books, paintings, poems, etc. They are inherently non-interactive art forms. I know the audience engages with these works mentally, but in games, we can change things, however marginally. We get to express ourselves in them. That experience is unfortunately tied to the game&#8217;s length. If you don&#8217;t have anything more to do in the game world, but your appetite for the experience hasn&#8217;t been sated, you feel cheated.</p>
<p>It&#8217;s kind-of ironic, because a film&#8217;s length directly impacts the value of the experience. A long movie often feels less satisfactory than a shorter one, because the impact of the story is diluted by lengthy monologues or periods of quiet. So a shorter, tighter, better-told film could be worth _more_ money than a longer, long-winded one. Gameplay, on the other hand, is more difficult to relate to time. Your actions in a game determine the value of the experience. And the better that interaction and immersion is, the longer you want it to last. Hence, you don&#8217;t value good but short games that don&#8217;t deliver enough of the experience they offer, and feel that they are priced too high.</p>
<p>TL/DR Games are interactive. Movies aren&#8217;t. Provided the experience is awesome, length increases a game&#8217;s value, whereas length can actually decrease the value of a film, because it detracts from the experience.</p>
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	<item>
		<title>By: MOOMANiBE</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5309</link>
		<dc:creator><![CDATA[MOOMANiBE]]></dc:creator>
		<pubDate>Sun, 22 Aug 2010 09:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5309</guid>
		<description><![CDATA[Oddly enough, I think I&#039;m on the opposite end of the spectrum here. I would say I apply such a value of dollars per hour / enjoyment to ALL purchases I make - artwork, novels, movies, games. The massive value per dollar of games vs movies is, indeed, why I almost never buy DVDs, and carefully eye shorter books to see if I really want to spend my money. As someone who shops quite stingy as a default, does that mean I don&#039;t connect with the &quot;mature art&quot; on an emotional level? No, I simply view them all as being on a roughly equal playing field and purchase the ones I feel will give me the best experience for my cash.]]></description>
		<content:encoded><![CDATA[<p>Oddly enough, I think I&#8217;m on the opposite end of the spectrum here. I would say I apply such a value of dollars per hour / enjoyment to ALL purchases I make &#8211; artwork, novels, movies, games. The massive value per dollar of games vs movies is, indeed, why I almost never buy DVDs, and carefully eye shorter books to see if I really want to spend my money. As someone who shops quite stingy as a default, does that mean I don&#8217;t connect with the &#8220;mature art&#8221; on an emotional level? No, I simply view them all as being on a roughly equal playing field and purchase the ones I feel will give me the best experience for my cash.</p>
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		<title>By: Sean Barrett</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5236</link>
		<dc:creator><![CDATA[Sean Barrett]]></dc:creator>
		<pubDate>Thu, 19 Aug 2010 11:31:37 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5236</guid>
		<description><![CDATA[Also, for what it&#039;s worth, Amazon mp3s are $0.99 (or $0.89) for album tracks iff they are under 10 minutes. If they are ten minutes or over, they are usually only available on the full album download.

This can lead to absurdity, such as when the full album price is only $1 more than the individually purchasable songs, as here: http://www.amazon.com/Tarkus/dp/B001CS2TFS/ or it can go the other way... I can&#039;t find it now, but we found an example of an album which had about five 9 minute songs and one 10 minute song, so the 5 songs cost $4.95 if bought individually, or the whole album cost $9.99, so the one slightly longer song effectively cost $5.

So I&#039;m just saying, I don&#039;t think there&#039;s any clear evidence against a price/length proposition in other artistic media.]]></description>
		<content:encoded><![CDATA[<p>Also, for what it&#8217;s worth, Amazon mp3s are $0.99 (or $0.89) for album tracks iff they are under 10 minutes. If they are ten minutes or over, they are usually only available on the full album download.</p>
<p>This can lead to absurdity, such as when the full album price is only $1 more than the individually purchasable songs, as here: <a href="http://www.amazon.com/Tarkus/dp/B001CS2TFS/" rel="nofollow">http://www.amazon.com/Tarkus/dp/B001CS2TFS/</a> or it can go the other way&#8230; I can&#8217;t find it now, but we found an example of an album which had about five 9 minute songs and one 10 minute song, so the 5 songs cost $4.95 if bought individually, or the whole album cost $9.99, so the one slightly longer song effectively cost $5.</p>
<p>So I&#8217;m just saying, I don&#8217;t think there&#8217;s any clear evidence against a price/length proposition in other artistic media.</p>
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		<title>By: StGabe</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5218</link>
		<dc:creator><![CDATA[StGabe]]></dc:creator>
		<pubDate>Wed, 18 Aug 2010 20:44:10 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5218</guid>
		<description><![CDATA[Yeah, I&#039;m not seeing this.  Your comparison of games ($2/hour vs. $4/hour) actually covers the same exact range that movies do (1 ticket / 1.5 hours vs. 1 ticket / 3 hours).  Had LIMBO been priced at $60 I think most people would have considered it to be clearly overpriced.  There are other examples: for example larger books ARE frequently priced higher.  However this occurs through the less obvious strategy of breaking up larger stories into multiple books.  It&#039;s also unlikely that people would pay full price for a book that contained a single short story.

I can see the argument that you could create a more artful product by cutting Dragon Age down to 4 hours, however it&#039;s incorrect (IMO) to assume that consumers are art connoisseurs in tbis instance.  For many a value proposition of spending $60 for a game they will play all month versus $15 for a game that will enjoy in one evening is clearly defined in those terms only.  There is some flexibility here but it&#039;s not as clear cut as you&#039;re trying to make it and I don&#039;t think your analogies to other entertainment markets are all that accurate.]]></description>
		<content:encoded><![CDATA[<p>Yeah, I&#8217;m not seeing this.  Your comparison of games ($2/hour vs. $4/hour) actually covers the same exact range that movies do (1 ticket / 1.5 hours vs. 1 ticket / 3 hours).  Had LIMBO been priced at $60 I think most people would have considered it to be clearly overpriced.  There are other examples: for example larger books ARE frequently priced higher.  However this occurs through the less obvious strategy of breaking up larger stories into multiple books.  It&#8217;s also unlikely that people would pay full price for a book that contained a single short story.</p>
<p>I can see the argument that you could create a more artful product by cutting Dragon Age down to 4 hours, however it&#8217;s incorrect (IMO) to assume that consumers are art connoisseurs in tbis instance.  For many a value proposition of spending $60 for a game they will play all month versus $15 for a game that will enjoy in one evening is clearly defined in those terms only.  There is some flexibility here but it&#8217;s not as clear cut as you&#8217;re trying to make it and I don&#8217;t think your analogies to other entertainment markets are all that accurate.</p>
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		<title>By: hosndosn</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5214</link>
		<dc:creator><![CDATA[hosndosn]]></dc:creator>
		<pubDate>Wed, 18 Aug 2010 18:53:41 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5214</guid>
		<description><![CDATA[I just don&#039;t like that mainstream games (yea, those flashy things you read about at Gamespot) are hijacking this argument and present 4 hour campaigns with utterly uninspired gameplay but very detailed visuals and cut-scenes. In other words, a modern sweat-shop games company investing more in embellishments than actual gameplay. The benefits are better graphics for trailers, less investment in difficult-to-produce aspects of development (say, _actual_ originality and gameplay content) and, in the end, the short attention span of modern gamers will not even notice.

In other words, instead of using the lower length to spend more time on gameplay, they&#039;re using it to do the opposite and twist their reasoning once again in the PR wars (modern PR people scare me... those fake laughters...). It can be a cop out. And it _can_ swap back to indie devs. Not saying Limbo is an example... but look at those iPhone &quot;art games&quot; that make it on the front page of places like TIGSource but are just plain superficial crap. Sorry.

Sometimes depth DOES need time. We&#039;re arriving at a point where reviewers are scorned for daring to mention a game being too short. And that is bad. Short gameplay can be a symptom of a lack of depth or not taking an idea to its full potential. Sure, reviewers should talk about the actual causes not the symptoms but I find it strange that indie devs choose THIS of anything as a mass crusade against game reviewers. There are better arguments. For example, whether it&#039;s a good idea that most reviewers try to guess the taste of the masses instead of developing a good taste of their own...]]></description>
		<content:encoded><![CDATA[<p>I just don&#8217;t like that mainstream games (yea, those flashy things you read about at Gamespot) are hijacking this argument and present 4 hour campaigns with utterly uninspired gameplay but very detailed visuals and cut-scenes. In other words, a modern sweat-shop games company investing more in embellishments than actual gameplay. The benefits are better graphics for trailers, less investment in difficult-to-produce aspects of development (say, _actual_ originality and gameplay content) and, in the end, the short attention span of modern gamers will not even notice.</p>
<p>In other words, instead of using the lower length to spend more time on gameplay, they&#8217;re using it to do the opposite and twist their reasoning once again in the PR wars (modern PR people scare me&#8230; those fake laughters&#8230;). It can be a cop out. And it _can_ swap back to indie devs. Not saying Limbo is an example&#8230; but look at those iPhone &#8220;art games&#8221; that make it on the front page of places like TIGSource but are just plain superficial crap. Sorry.</p>
<p>Sometimes depth DOES need time. We&#8217;re arriving at a point where reviewers are scorned for daring to mention a game being too short. And that is bad. Short gameplay can be a symptom of a lack of depth or not taking an idea to its full potential. Sure, reviewers should talk about the actual causes not the symptoms but I find it strange that indie devs choose THIS of anything as a mass crusade against game reviewers. There are better arguments. For example, whether it&#8217;s a good idea that most reviewers try to guess the taste of the masses instead of developing a good taste of their own&#8230;</p>
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		<title>By: Sean Barrett</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5199</link>
		<dc:creator><![CDATA[Sean Barrett]]></dc:creator>
		<pubDate>Wed, 18 Aug 2010 10:41:30 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5199</guid>
		<description><![CDATA[If somebody put out a 15-minute movie and charged full ticket prices in a theater, people would talk about it.

The fact that it doesn&#039;t happen so people don&#039;t talk about it doesn&#039;t seem to me to prove much.

There is no &quot;natural&quot; right length for movies, it&#039;s just the current ballpark length is what the art:commerce meetup that is the film industry has settled on.]]></description>
		<content:encoded><![CDATA[<p>If somebody put out a 15-minute movie and charged full ticket prices in a theater, people would talk about it.</p>
<p>The fact that it doesn&#8217;t happen so people don&#8217;t talk about it doesn&#8217;t seem to me to prove much.</p>
<p>There is no &#8220;natural&#8221; right length for movies, it&#8217;s just the current ballpark length is what the art:commerce meetup that is the film industry has settled on.</p>
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		<title>By: Ava Avane Dawn</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5172</link>
		<dc:creator><![CDATA[Ava Avane Dawn]]></dc:creator>
		<pubDate>Tue, 17 Aug 2010 21:51:40 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5172</guid>
		<description><![CDATA[To some degree it&#039;s about comparing to other items from the same medium, so even if an experience is very emotional for someone, there are other GAMES that have a lower cost/hour and many will find that they have been tricked a bit. Now, if the game was being played at a theater...]]></description>
		<content:encoded><![CDATA[<p>To some degree it&#8217;s about comparing to other items from the same medium, so even if an experience is very emotional for someone, there are other GAMES that have a lower cost/hour and many will find that they have been tricked a bit. Now, if the game was being played at a theater&#8230;</p>
]]></content:encoded>
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	<item>
		<title>By: scoy</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5166</link>
		<dc:creator><![CDATA[scoy]]></dc:creator>
		<pubDate>Tue, 17 Aug 2010 20:57:56 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5166</guid>
		<description><![CDATA[&gt; ...and yet they’re still not sold by the yard in big rolls. :)

Read any Harry Potter books lately?]]></description>
		<content:encoded><![CDATA[<p>&gt; &#8230;and yet they’re still not sold by the yard in big rolls. :)</p>
<p>Read any Harry Potter books lately?</p>
]]></content:encoded>
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		<title>By: checker</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5156</link>
		<dc:creator><![CDATA[checker]]></dc:creator>
		<pubDate>Tue, 17 Aug 2010 18:08:20 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5156</guid>
		<description><![CDATA[Let me clarify:  I think saying &quot;game X is not worth $Y&quot; is totally fine, and in fact, it can even be healthy.  I&#039;m just saying that the length of the game is one of the least important factors in that completely opaque (and often irrational according to the data, it turns out) value judgement about a product, or especially about an art and entertainment experience. Or, at least, it should be one of the least important factors, but unfortunately the game industry and current design wisdom seems to emphasize it, with number of collectibles, achievements, etc.  And, sadly, the press and fans aren&#039;t helping here either.  Length is not the thing to complain about, quality is!  :)]]></description>
		<content:encoded><![CDATA[<p>Let me clarify:  I think saying &#8220;game X is not worth $Y&#8221; is totally fine, and in fact, it can even be healthy.  I&#8217;m just saying that the length of the game is one of the least important factors in that completely opaque (and often irrational according to the data, it turns out) value judgement about a product, or especially about an art and entertainment experience. Or, at least, it should be one of the least important factors, but unfortunately the game industry and current design wisdom seems to emphasize it, with number of collectibles, achievements, etc.  And, sadly, the press and fans aren&#8217;t helping here either.  Length is not the thing to complain about, quality is!  :)</p>
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		<title>By: Seth</title>
		<link>http://www.spyparty.com/2010/08/17/size-doesnt-matter-day/comment-page-1/#comment-5155</link>
		<dc:creator><![CDATA[Seth]]></dc:creator>
		<pubDate>Tue, 17 Aug 2010 17:58:38 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=764#comment-5155</guid>
		<description><![CDATA[I&#039;m inclined to agree with Chris Waine. I think one of the reasons the film industry avoids it is because, although there are a lot of long movies, the amount differs so little. 90 minutes to 3 hours versus games, where you might get one hour to 100+ span. Besides that, 3 hour movies are often too long.
Like Chris said, I&#039;m sure if short films were released in your local theater and cost the same amount as a full length production, people would definitely not go. I&#039;ve only seen short films offered in a large collection, and at my local indie/foreign theater.

I think books are the better view of what you&#039;re conveying. Although smaller books are usually cheaper, that&#039;s not always the case. I&#039;m sure very few people would pay $20 for a 100-page book unless there was something very special about it. But it sounds more reasonable than $50 for a 5-hour game.

What it comes down to is balancing that &quot;experience,&quot; which games are often missing, versus general rules of capitalism. Consumers will spend their money where they think it will get the best value. If there&#039;s a 10-hour awesome game and a 20-hour meh game, I&#039;m sure most informed consumers will take the 10-hour game. But the length is definitely a factor. I&#039;ll use Brutal Legend as a recent example. I liked Brutal Legend a lot. Fun, clever, etc. All the things you&#039;ve come to expect from a Tim Schafer game. But I just couldn&#039;t recommend it for $60. If you don&#039;t play multiplayer, it was just too short, to me, to recommend at full price, when there are other very good games out that are much longer. So is length so important relative to other merits? No, of course not. But it does play a role.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m inclined to agree with Chris Waine. I think one of the reasons the film industry avoids it is because, although there are a lot of long movies, the amount differs so little. 90 minutes to 3 hours versus games, where you might get one hour to 100+ span. Besides that, 3 hour movies are often too long.<br />
Like Chris said, I&#8217;m sure if short films were released in your local theater and cost the same amount as a full length production, people would definitely not go. I&#8217;ve only seen short films offered in a large collection, and at my local indie/foreign theater.</p>
<p>I think books are the better view of what you&#8217;re conveying. Although smaller books are usually cheaper, that&#8217;s not always the case. I&#8217;m sure very few people would pay $20 for a 100-page book unless there was something very special about it. But it sounds more reasonable than $50 for a 5-hour game.</p>
<p>What it comes down to is balancing that &#8220;experience,&#8221; which games are often missing, versus general rules of capitalism. Consumers will spend their money where they think it will get the best value. If there&#8217;s a 10-hour awesome game and a 20-hour meh game, I&#8217;m sure most informed consumers will take the 10-hour game. But the length is definitely a factor. I&#8217;ll use Brutal Legend as a recent example. I liked Brutal Legend a lot. Fun, clever, etc. All the things you&#8217;ve come to expect from a Tim Schafer game. But I just couldn&#8217;t recommend it for $60. If you don&#8217;t play multiplayer, it was just too short, to me, to recommend at full price, when there are other very good games out that are much longer. So is length so important relative to other merits? No, of course not. But it does play a role.</p>
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