Are Videogames Too Long?

This week, the release of Assassin’s Creed Odyssey has brought to surface a debate that arises almost every time a major action game comes out. Are videogames too long? In an oversaturated market with so many titles competing for the audience’s attention at once, the question seems almost quaint. The consumer, after all, wants the most bang for their buck, and many cite the price-to-hours-played of open world games as a point of consideration when buying a new one. If games are expensive, it is thought, then they should at least provide enough entertainment to justify the price. How long should a $60 videogame be?
In the past, as with series like Mega Man, this need to artificially inflate the playing hours of a videogame was achieved through difficulty instead of bulk, in part because consoles of the day couldn’t support the type of game design that would give the player something new to do every few minutes. But now that we can spend hundreds upon hundreds of hours in massive open world spaces, is the content becoming bloated? Take for example, an article making the rounds from Polygon, entitled “Assassin’s Creed Odyssey really picks up after the first 15 hours.” Whether or not you find the first 15 hours of Assassin’s Creed Odyssey enjoyable (as the author did, despite the headline), it certainly puts into perspective the time investment required to play videogames. It took 15 hours for the game to settle into the narrative and gameplay that would come to define the experience. Rarely is that kind of persistence required in any other medium.
It’s this necessary persistence that makes my job as a critic extremely frustrating. There are some games that are bad from the get-go, and I don’t need to invest 40+ hours to figure that out, and other titles that are great and I don’t need to play 40+ hours to confirm it. Very few are redeemed (or ruined) by an eleventh hour twist, and sometimes I resent that I have to deny the natural player instinct to just stop when I feel like it. It’s then that a game can feel “too long,” because there’s so much expectation that I finish it, which I suppose puts me out of touch with the regular consumer.