Last week, Polygon published an article that claimed that Ready at Dawn’s The Order: 1886 could be completed in roughly five hours. Being that the game was leaned upon to be a shot of Vitamin-C for the PlayStation 4’s weak library, the public reception was quite merciless. By slapping that big number '5' on the title of the article Polygon instantly crippled the game's chances at a initial successful start.
Naturally, Ready at Dawn responded to the slander by providing as much damage control as possible. The small studio spent roughly five years on this game and it was being annihilated before the public could get their hands on the game. Ready at Dawn described the onslaught of criticism as ‘bullying.’
With these articles, I began to think. Does a game’s length really matter? Look, I understand. If you spend full price for a video game, you feel entitled to a money well-spent experience. But why do we fixate on this arbitrary number to justify what is worth a full price admission? Why do we feel the need to emphasize the amount of time we spent with a game rather than the experience we encountered?
Towards the end of 2014, I acquired Far Cry 4, Dragon Age: Inquisition, and Grand Theft Auto V either as gifts or with my own money. Each game advertises an open world with tons of things to do and places to explore. I couldn’t tell you how many times I began a monotonous side quest that was just like another side quest I finished five minutes earlier only to convince myself that I was having fun, that I was getting my money’s worth.
The length of a game should not matter. A game’s design is to tell it’s own story. If a game can execute on that premise in successful fashion, the length of that story should not matter.
Ready at Dawn’s intention during the development of The Order: 1886 was to further blur the line between cinema and video games. The gaming community should recognize that diversity is very critical in the cycle of development. It’s precisely why a company like Nintendo still thrives.
Admittedly, I haven’t played The Order: 1886 so I want it to be clear that my defense is not geared towards the game itself, it’s to the elimination of length being an important factor in critiquing a game. When you ask someone about a game, a movie, or a song, your first question pertains to the person’s enjoyment of the particular form of media, not the length. The experience of something should be what ultimately is judged. The Order: 1886 could have the most banal story and unsatisfying gameplay and that would be fair to critique but the time it takes for the story to be told should not.
Naturally, Ready at Dawn responded to the slander by providing as much damage control as possible. The small studio spent roughly five years on this game and it was being annihilated before the public could get their hands on the game. Ready at Dawn described the onslaught of criticism as ‘bullying.’
With these articles, I began to think. Does a game’s length really matter? Look, I understand. If you spend full price for a video game, you feel entitled to a money well-spent experience. But why do we fixate on this arbitrary number to justify what is worth a full price admission? Why do we feel the need to emphasize the amount of time we spent with a game rather than the experience we encountered?
Towards the end of 2014, I acquired Far Cry 4, Dragon Age: Inquisition, and Grand Theft Auto V either as gifts or with my own money. Each game advertises an open world with tons of things to do and places to explore. I couldn’t tell you how many times I began a monotonous side quest that was just like another side quest I finished five minutes earlier only to convince myself that I was having fun, that I was getting my money’s worth.
The length of a game should not matter. A game’s design is to tell it’s own story. If a game can execute on that premise in successful fashion, the length of that story should not matter.
Ready at Dawn’s intention during the development of The Order: 1886 was to further blur the line between cinema and video games. The gaming community should recognize that diversity is very critical in the cycle of development. It’s precisely why a company like Nintendo still thrives.
Admittedly, I haven’t played The Order: 1886 so I want it to be clear that my defense is not geared towards the game itself, it’s to the elimination of length being an important factor in critiquing a game. When you ask someone about a game, a movie, or a song, your first question pertains to the person’s enjoyment of the particular form of media, not the length. The experience of something should be what ultimately is judged. The Order: 1886 could have the most banal story and unsatisfying gameplay and that would be fair to critique but the time it takes for the story to be told should not.