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*Replayability: Oni 2 needn't be a long game if we make design choices that encourage the player to replay it. Various ways to extend the life of the game are: shapeshifter, multiplayer, and interactivity during cutscenes (see [[../Design#Free_agency|HERE]] for details). | *Replayability: Oni 2 needn't be a long game if we make design choices that encourage the player to replay it. Various ways to extend the life of the game are: shapeshifter, multiplayer, and interactivity during cutscenes (see [[../Design#Free_agency|HERE]] for details). | ||
On the subject of the story mode's length, Oni is approximately 6-8 hours long if you take your time, and speed runs are only an hour long. This isn’t uncommon. Here’s an [ | On the subject of the story mode's length, Oni is approximately 6-8 hours long if you take your time, and speed runs are only an hour long. This isn’t uncommon. Here’s an [https://arstechnica.com/gaming/2011/04/the-incredible-shrinking-game-the-truth-of-game-length-in-the-modern-industry/ article] about how even the biggest games these days are very short. An Oni 2 made by a few fans could be excused for being even shorter, if we take into account MP and the aforementioned replayability factors. | ||
Conversely, we might choose to label the big-budget blockbuster games like ''Uncharted'' and ''God of War'' as the “Hollywood approach” of gaming — creating those huge spectacles takes up a lot of the development process — and then label ourselves “indie filmmakers” by comparison. If we focus on building less ''expensive'' and more ''expansive'' areas as a fighting sandbox to provide hours of basic gameplay, with fewer specially-scripted events, we could conceivably create a game at least as long as Oni. This isn’t to say that we don’t want memorable cutscenes and boss fights, but we probably shouldn’t plan any events that require a lot of special coding just for one scene if we’re aiming for a lengthy game. | Conversely, we might choose to label the big-budget blockbuster games like ''Uncharted'' and ''God of War'' as the “Hollywood approach” of gaming — creating those huge spectacles takes up a lot of the development process — and then label ourselves “indie filmmakers” by comparison. If we focus on building less ''expensive'' and more ''expansive'' areas as a fighting sandbox to provide hours of basic gameplay, with fewer specially-scripted events, we could conceivably create a game at least as long as Oni. This isn’t to say that we don’t want memorable cutscenes and boss fights, but we probably shouldn’t plan any events that require a lot of special coding just for one scene if we’re aiming for a lengthy game. |