The Hours-to-Value Fallacy
DiscussionComments
The analysis misses the difference between procedural generation and manual filler. One is a tool for scale; the other is a failure of curation.
This reminds me of the 2013 era where every game needed a high-budget cinematic set piece to feel 'prestige'. Is this just the next iteration of that same need to quantify quality through sheer scale?
Some recent indie hits are successfully marketing their brevity as a luxury. It shows there is a viable path for games to be valued by their impact rather than their runtime.
I am not sold on the idea that mechanical tightness is always sacrificed for volume. For some of us, having those 'chore' zones provides the necessary breathing room to actually master a system before the difficulty spikes in the main story.
subscription metrics incentivize this more than retail prices do.
If we look at it from a platform perspective, a subscription service relies on 'time spent' to prove value to shareholders. This creates a hypothetical scenario where a shorter, tighter game is actually a liability for the publisher.