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Single-player games FTW! (Destiny)

by Kermit @, Raleigh, NC, Tuesday, June 25, 2019, 15:39 (1997 days ago)

I'm encouraged by this article.

Although Destiny is mentioned several times, it's not really the focus. I agree with one premise: for me and I imagine for many there is not enough time to play two loot-based games simultaneously. It's why I never got far in The Division, and I won't buy Division 2 even if it's better. It's one of many reasons I won't buy Borderlands 3.

What I'd really like is more single-player games that don't take 50 hours+ to complete. I'll take 14 stellar hours, like The Last of Us, all day long.

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Single-player games FTW!

by cheapLEY @, Tuesday, June 25, 2019, 16:30 (1997 days ago) @ Kermit

Yes! More like Hellblade, please!

I love my 50+ hour epics, too (Horizon: Zero Dawn, The Witcher 3), but I've really come to love 10 to 15 hour (or even shorter) experiences.

Regarding The Division 2--it is much better than the first one. It's really good, and the combat feels much more satisfying. Skill Up called it "real time XCOM" and that's exactly how it feels. I really enjoyed it, but I stopped after like 8 hours or so. It's good, but it's not Destiny, and I don't have room in my life for more than one of those type of games. I think The Division 2 has a much more satisfying loot game and RPG in it than Destiny does, but the moment to moment of Destiny is more satisfying. And, of course, no one else was playing The Division 2. It's easy to just keep playing Destiny when basically my entire friends list is made of folks from here, so that's just what everyone is always playing.

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I know, right?

by Kermit @, Raleigh, NC, Tuesday, June 25, 2019, 19:55 (1997 days ago) @ cheapLEY

- No text -

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Single-player games FTW!

by Ragashingo ⌂, Official DBO Cryptarch, Tuesday, June 25, 2019, 20:32 (1997 days ago) @ Kermit

If a developer was smart, they'd try to find a middle ground. Don't kill yourselves and your players by trying to pump out a never ending stream of constant updates like Fortnite does. But also don't leave ongoing revenue on the table like God of War did. Instead, start with a AAA quality single player game, but launch it as a base for major, beefy, exciting yearly or bi-yearly updates. Make the major but infrequent updates part of your game's story and part of your studio's message.

Design your game so each new chapter has plenty of new stuff and progresses an ongoing story, but also have each chapter end at a satisfying stopping point or cliffhanger. Make the idea of coming back to your game a large part of the draw and set up your story, and studio, and work schedules around the idea that players will finish your content and will go do other things, but will come back to you next time to see how things have advanced and changed.

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