Sunday, 4 October 2015

Blog post 2: This Week in Videogame Blogging

This week, Critical Distance has posted an article written by Chris Bateman about the forty hour benchmark of a game's 'replayability'. In the past, the majority of video games were often created on the assumption that they would be played for roughly forty hours. Nowadays, games are being made to be played for longer and we are seeing a decline in the forty hour model for making games.

During the early time of consoles with polygonal 3D rendering such as Sony PlayStation and Sega Saturn in the mid-1990s, the context of video games were designed to be played for 8- 12 hours or a total of 40 hours. The forty hour play window became the norm so developers aimed for forty hour content, possibly fearing  negative reviews if the game fell short of the mark. Players that weren't employed full time could easily play forty hours in one week and with the greater number of games being produced, the arrangement of the market for games meant that gamers who played as a hobby could play different games every week if they wanted to.

With the arrival of World of Warcraft, the forty hour model was being challenged in major ways by its increasing popularity. Forty hours meant nothing to World of Warcraft players, which is a game that is played as a hobby on its own.

Nowadays, the forty  hour model seems to decline. Every major commercial game now attempts to capture audiences for at least 200 hours, with the addition of multiplayer modes being the core method of maintaining players to constantly play the same game. Chris Bateman states that...

"The forty hour model was a consequence of selling games-as-products, as boxed content that would be played then thrown onto a pile of completed games (although it turns out that the minority of players finish games). The 200 hour model is a consequence of selling games-as-services, with monetization now an on-going process throughout the time the players are engaged with the title in question."

Chris Bateman suggests that the consequence of longer play windows for games makes it difficult for large game studios to break even than ever before, even though more money than ever before is coming into the game industry. World of Warcraft has forced competitors to give their games away for free due to not being able to compete directly with its critical mass of players and content. Call of Duty requires three large developers working on it to deliver content at a rate that would mean it is not vulnerable for competitors to threaten its dominance. Chris Bateman points out that...

"The big money is no longer out to hold a player’s attention for forty hours, but to hold a player’s attention long enough to get the next game out, or to hold on to groups of players in the hope to pull in a few big spenders, or to hold the player’s attention throughout the year with events crafted to maintain appeal and bring back those who are slipping away into other games. Hobby players – those who commit to a game service over the long term – often play other games on the side, which is a tiny crumb of good news for indies making smaller games. Indeed, at the bottom of the market, there are perhaps greater opportunities for those who make games than ever before, but the lower market is competing for the scraps left over from the gorging behemoths above them, like crabs scuttling about for the tiny morsels that fall to the seabed after the giant sharks have fed."

Chris Bateman concluded that the video games market is ceasing to be a one packaged experience similar to movies and novels. Game studio Bungie has shifted from developing boxed products of Halo to the endless service of the massive multiplayer game Destiny.  The forty hours model is no longer the norm and what matters now is keeping the players playing for as long as possible.


This week in video game blogging:

Chris Bateman's article Forty Hours:


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