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▲ dwroberts 4 hours ago

This is the first of Blow’s games that I’m just not very interested in playing, and the fixation on its length and size is why. Being really long or having a huge completion time for the sake of it seems like a big step backwards compared to Braid and The Witness, and also philosophically literally the opposite of what he claimed made his games interesting. So I find this game and how it’s being marketed etc pretty odd

▲leoc 2 hours ago | parent | next [-]

I assume it’s in part a consequence of Blow’s newer self-definition as a game-programming iron man: after all the work on the custom engine you probably feel the need to get as much mileage as you can out of it. But as others have said https://news.ycombinator.com/item?id=50115215 , presumably they could have applied some razzle-dazzle like staged releases in “seasons” to make the large amount of content feel more like ongoing fun than a huge homework assignment.

▲wodenokoto 3 hours ago | parent | prev | next [-]

Another poster here said the first thirty hours were great, but after 40 it started feeling repetitive.

If you change your perspective from “I’m not gonna spend 500 hours on this” to “30 hours of great gameplay for 30 bucks” maybe it isn’t so bad.

▲barnabee 3 hours ago | parent [-]

Makes sense to me…

I tend to "graze" on games by regularly(ish) playing for usually not more than an hour. I often swap between games and don't finish many of them. That's never really seemed like the point[0] any more than the idea of "completing" chess or skiing[1]. A tedious, unskippable tutorial level or spending hours early on grinding or subsisting with basic tools/weapons/mechanics before you get the good stuff is what kills a game for me.

So the question for me is how much boredom before it gets fun rather than whether I will eventually lose interest before I finish it. That's a given (I predictably didn't finish Braid or The Witness, I like both).

[0] And besides, like TV series, it just seems like such a lot of time! A game has to be very short or _really_ good, which means both engaging and fun mechanics and a great story, for me to make it to the end.

[1] Ok that's a lie, I definitely intend to complete skiing

▲tancop 14 minutes ago | parent | prev | next [-]

Long and complex games are good if you can choose how much of them you want to play. Crimson Desert is the most extreme version, but Skyrim and Elden Ring are better examples because you can do a couple boss fights and get straight to the end without exploits skipping most of the story.

Haven't played this one so I don't know if it's like that too. If it forces you to get through the whole 500 hours then it's really bad.

▲kouru225 4 hours ago | parent | prev | next [-]

I didn’t either until i started playing but its length and size isn’t just for the sake of it. It’s that size because it’s that complex. It’s like The Witness dialed up to 11

▲Ygg2 an hour ago | parent [-]

> The Witness dialed up to 11

Can't wait for 11hr unskippable cutscene that contains a hidden puzzle. And if game dies during that time... Restart from the beginning.

▲bob1029 4 hours ago | parent | prev | next [-]

Short games can be the best experiences. There are a lot of horror titles that barely crack 1 hour and still feel worth the purchase.

There is also an argument that this is why PvP multiplayer is so compelling. The game is adaptive in its complexity, and every round of play is a relatively brief, self-contained experience not quite like the others. If you are going for bang-for-buck, it's really hard to beat the emergent properties of a MOBA, BR or RTS.

I think those who reject multiplayer games on principle are missing the forest for the dead tree. There is an incredible amount of upside if you can tolerate the occasional bad mood. The dream is when the entire team comes together without any explicit communication and executes perfectly. Nothing beats that sensation. Especially when you can tell that the enemy team is also executing well. I have to seek it out in video games because I can't find it in a real business anymore. Games like League of Legends and CS2 are eternal experiences. I fired up LoL classic the other day and I could easily see myself putting another 5k hours into lux. WoW forever is also looking compelling with its PvP ruleset and unified realm architecture.

▲skohan an hour ago | parent | prev | next [-]

Haven't played it yet, but from what I know my impression was that this game was as much a test bed for his new programming language as it is an artistic expression. I wouldn't be surprised if some puzzles made it in because they were a good test of some novel comp time feature (i.e. the real puzzle game was making the language, not playing the game).

And I bought it day one without reading reviews. Whether or not the game is good, personally I'm happy to support someone who's completely self-funded working on PL design. Not that many people are in position to do that kind of work, and even fewer with a documented history of finishing things.

▲marhee 3 hours ago | parent | prev | next [-]

I sort of feel the same. I also don't understand why - it seems quite natural to make it smaller and cool and they for example release new level packs, maybe free even (or for a small price). I've also never understood why he didn't make a sequel for Braid. Such a cool game. You're not milking it if you make a sequel it deserves.

▲troupo 2 hours ago | parent [-]

> I've also never understood why he didn't make a sequel for Braid. Such a cool game.

Perhaps it's such a cool game because it doesn't need milking or sequels? Perhaps he never made a sequel because he doesn't want to repeat the same things ad infinitum?

▲scott01 2 hours ago | parent | prev | next [-]

I played the demo and it blew my mind how cool the puzzles felt. I'll definitely get the full game later, though I doubt I'll invest 500 hours into it.

▲tikotus 4 hours ago | parent | prev | next [-]

I'm with you on this boat, but I believe I see the point in the way it's marketed. An average person who makes regular game purchases likes long games. They want value for their money, and the number of hours is a big factor. This game has a big piblisher behind it, and I believe they know exactly what they're doing with the marketing!

▲3eb7988a1663 4 hours ago | parent [-]

The regular game buyer has more games than they can possibly play. Some people are focused on maximizing enjoyment-dollars/hour, but I would posit that an excessively long playtime is a detriment to most gamers.

I have been turned off from a few JRPGs with such high playtimes that they have no respect for the player.

▲sersi 3 hours ago | parent [-]

Exactly, until my 20s I enjoyed long games. Now, I have a family, I have other things competing with my time, I want something that is tight with barely any fillers that deliver a good story. My most memorable recent games all delivered on that: Forgotten City (8 hours to finish it completely), Carto, A Juggler's Tale, There Is No Game: Wrong Dimension, ...

While I do enjoy longer games like Yakuza, etc, I really enjoy being able to play through a game in 1 to 2 evenings.

▲Ygg2 2 hours ago | parent | prev | next [-]

> a big step backwards compared to Braid and The Witness

It was already there in the Witness. One secret challenge involves you watching a movie and slowly tracing a light for 56min straight.

▲dwroberts 23 minutes ago | parent | next [-]

You don’t have to complete that puzzle to get a satisfying ending to the game

▲1una 2 hours ago | parent | prev | next [-]

I realized there was a puzzle about halfway through the movie. But there is no way I'm spending another 56min just to complete the challenge.

It's a good movie, though. For anyone who's interested: https://maraoz.com/the-secret-of-psalm-46-transcript/

▲Ygg2 an hour ago | parent [-]

At least your game didn't crash forcing you to redo the section.

The point I'm making the game doesn't respect my time. Why should I respect it back?

▲ 2 hours ago | parent | prev [-]
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▲MattRix 4 hours ago | parent | prev [-]

Well... it's more about how many interesting permutations there are, not really just about length or quantity for the sake of big numbers. In other words: it's not about "look how many puzzles there are" it's "look how many INTERESTING puzzles there are"... which may seem like a small distinction, but when the claim of the puzzles being "interesting" is true, and being said in a genuine non-marketing way, it means a lot.