Recent statistics have shown that a large majority of gamers don’t finish the games they buy. They just play up to a certain point and put it down, maybe to pick it back up later, maybe never to be finished at all. Seeing these statistics, along with the fact that gaming is now somewhat of a mainstream hobby, made me wonder whether or not some triple A titles are just too big for their demographics with too much for the player to do.
I’ll jump right into one of the biggest titles I think this relates to, and one that I’m fairly fond of for this very reason, and that is Destiny. Last year, Destiny launched with a tonne of stuff to do. There was the (somewhat lacklustre) story, the PvP “Crucible”, strikes, bounties, monthly events, daily heroics, weekly heroics and raids… And that only begins to cover all of the content that was added as time went on. If someone with limited time to play looked at that checklist, it might seem like a hugely daunting task and something that is potentially off-putting to a player with less time to invest.
But is this a problem? And if so, what can developers do to tackle these issues? Well firstly, I’d like to put my viewpoint across and say no, in my eyes, too much content has never been an issue for me. Quite the opposite actually, I often am left wanting more from my games. I think the only games that truly sate my appetite for content would be the repetitive loot-grindy stuff from Destiny, and the sheer amount of quests and missions to do in a game like Skyrim. My view on a game having too much content is one that I imagine a lot of you reading will share, what I will concede is the fact that this content can be laid out as too much to tackle, in that you may be easily overwhelmed by just how much there is to do. For example, if your friends want to raid with you in Destiny, that requires a bit of work from you to get to the recommended level, otherwise it’s just not going to go well for you.
So perhaps what I’m trying to say is that developers should lay out their content in a way that makes you feel like you don’t have to experience everything, so that people who want to experience all that the game wants to show can sink hours into the game and other people will at least finish the main story and be left satisfied that the game was worth their money.
That’s another issue. If people aren’t experiencing all of the content and then put the game down, overwhelmed, they may not buy another game from that developer or in that genre as they feel like it’s not worth their money. Investment gaming is becoming a bigger and bigger thing in the industry at the minute and we have to remember that some people don’t want a game that requires them to log on and do their daily activities every day or be left behind.
In closing, what I’m trying to say is that, just as has always been the case, some games don’t appeal to certain people and other games will. It’s up to the individual to decide whether they want to buy a game that will require them to have an attachment to their character, making sure to be available to gear him up as best as possible. It’s important that game developers continue to develop for all genres too, allowing everyone to have their own favourite type of game. But no, triple A titles aren’t too big… We want more!
So what do you think dev teams should do? Should they sacrifice their vision to appease the casual gamer? Leave us a comment down below and tell us what you think!