GashPrex said:
wow there are so many problems in this post.
1) When did length become the determination of whether or not something was an RPG?
2) If you rushed through most RPG's you would cut the compeltion time down by at least half. For example Oblivion, the game wasn't about how quick you could finish the story elements but playing in the world, building your character, taking your time exploring, owning a house etc... - similar to fable.
3) The game won't end unless you want it to, similar to most RPG's you can do side quests, become mayor, own entire cities, play with your dog, have kids, do anything till you feel like finishing the game.
4) Playing through Fable multiple times was part of its replayability factor, the focus wasn't just what happens at the end, it was developing your character(good and evil) and playing in the world. Replaying Fable was fun compared to most RPG's where its just a chore.
5) There is a HUGE difference between amount of time it takes to finish a game and the amount of content a game offers.
1) I can't be the only one who thought Fable was more of an adventure game than an RPG.
2) Sure. Just that in most cases that's slicing down to a bare mimum of 30 or 40 hours. I mean, come on....you're comparing Oblivion to Fable? If Fable 1 was like Morrowind, I would definately not be as alarmed by this number. These exact same arguments happened with Fable 1 after the early reports of short playtime, and while they may have been exagerated in some cases, I think few would argue that game was really sufficiently comparable length for the genre. Side missions
existed, they were just incredibly shallow and didn't really do much to fill out the game's length either way. Comparing Oblivion's guilds to Fable's hidden doors is just silly.
3) At some point, you do run out of content, though. You can always go out there and walk in circles if you want, but let's be realistic, the sidewalk
does have an end, so to speak. I suck every little bit of meat off the bones in my RPGs, I do the sidequests and hidden dungeons, and weapon quests, and all of those things and usually top 100+ hours over multiple months. Fable just wasn't the type of game where this was possible. You could walk around gesturing at people with thrusting motions forever, in theory, but it did get old after some time when you're honest. Like most are saying, 20-25 hours was really sort of the upper-bound for the game, and that clock time is usually more akin to a speed run in this field.
4 & 5 are basiaclly just reitterative comments, so I'll skip those and just finish up by saying that I am not trying to hate. Unlike many, it seems, I did enjoy what Fable had to offer, and I've been really looking forward to the sequel. I just didn't think there was enough of it, and thought that would be amongst the primary changes to be implemented.
And like I said in my post, the factor that I'm most doubting about this whole thing is that Molenuex will be successful in his mission to make you care. Much like the ethical dilemna at the end of the first Fable left me feeling fairly ambivelent due to the fact that I really had no time to really develop feelings about much of anything in the game world, that much the characters in question by the time it was upon me, I just have my doubts that a game of this length can honestly develop itself enough to reach emotional crescendo.
I'll stay hopefull, and if Lionhead can show me that this game is radically different in terms of sidequests, then sure, I'll swallow those words and go buy the full game, but I'm pretty scheptical about that based on their previous efforts. At the end of the day, Fable 1 just didn't seem comparable to other entries in the genre to me for overall value proposition, and that was my strongest complaint against it. To me, that 12-hour promise just feels more like a warning than anything....
Cheers.