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Content bloat is slowly ruining AAA games

Ledsen

Member
It was fine when it was only a few games. Assassin's Creed, scratching that OCD itch with meaningless collectibles. RPG elements popping up in a couple of games here and there. Then it escalated. The buzz words started to infect series that had no business including them. Darksiders 2. Far Cry 3. Dead Space 3. Every first person shooter since MW1. And many, many others.

This is a disease with many symptoms:

  • Collectibles
  • Loot
  • XP
  • Crafting
  • Sidequests
  • Unlockables

And more.

These features can add a lot of depth to a game. They can significantly enhance your immersion and sense of realism. They did, and still do, sometimes. When they fit into the theme of the game and feel natural in the context of the world. The problem is when they automatically become associated with FUN, and thus start appearing on game boxes with little checkmarks next to them. "Crafting? Yep, we've got that. XP? Yep, that too. What game is this, you ask? Does it matter? YOU CAN PUT A SNIPER SCOPE ON THIS SHOTGUN." +100 000 sales?

They can be meaningless busywork, designed to make you check a menu every five minutes to make sure those LISTS keep getting shorter. You do the same thing over and over, each time making a little bar climb, a number increase. You're doing it because you're a rat in a Skinner box, mindlessly pressing that button to get your empty reward. Walking around with your silly littly radar, collecting scrap, in the middle of the most horrible, nightmarish scenario you can imagine. Jumping in an abandoned jeep when suddenly the screen goes black, a timer appears in the corner, flares magically rise out of the ground. RACE TO THE FINISH LINE TO DELIVER THE SUPPLIES TO THE NATIVES. Is the game automatically better because of that detachable sniper scope? Because you can take this box, run to the other end of the world, give it to the man in the shed and collect $500? Because you have 30 abilities locked behind little icons, waiting for you to kill 157 enemies before you can learn how to climb a tree? Apparently so. The core is forgotten, content is king.

This is not simply a matter of "just don't do it if you don't like it." I am the gamer, not the game developer. It's not my job to filter the content, to create the game I want by laboriously whittling it down to its most enjoyable parts. But let's say I do. Let's say I decide that I will do a, b, and c, but not d, e, and f. That's still not enough. Because in every facet of the game design, the philosophy of "more content, less meaning" seeps through the cracks and it doesn't just affect the parts I don't like, it affects the game as a whole. "Helpful" text will pop up. Loot will emerge from chests in colorful explosions. Environment design will be tailored to the underlying gameplay systems. Difficulty will be balanced with the dutiful content consumer in mind. And, perhaps most importantly, immersion will suffer. This is not a believable world anymore, this is a theme park, stuffed to the brim with padding.
 
Hey you're at your destination!

*Boulder falls in front of door*

Hey guys, we gotta find another way around into the castle, which involves going through a cave and then sewers and then the prison of the castle and finally to the courtyard!

Fucking hate it. I don't mind content bloat in the form of loot and XP and all that jazz. But for fuck sake, quit it it with the BS reasons to take the "long way around."
 
The bloat is a result of demands for player retention, it's the in-game solution in an attempt to hold players for longer (and hence, hold the game on for longer). More importantly, they are relatively low cost to implement, and has the most immediate effect in content/length increase.
 
I agree, the worst examples were Batman: Arkham City and GTA4. Every few seconds you got a notification of other things you could be doing.

WANT TO GO BOWLING...RIDDLER TROPHY...BEEG AMERICAN TITTIES...ENEMY CHATTER...NEW OBJECTIVE...SCRIPTED HELICOPTER ENCOUNTER...YOU LOST FRIENDSHIP POINTS...ETC, ETC
 
I agree with the OP. The content bloat is a problem in smaller games too. In this case they inflate the playtime by adding useless crap that only a kid with unlimited time and no other games would ever give a shit about doing.

Concentrate on the core experience and sell the game cheaper if it is not as all consuming as the AAA titles.
 
I want them to go the other direction content wise. Justl ike that recent thread, give me MGS content. Instead of a bunch of side quests and other missions, make it so I can play with the world.
 
As stated by other developers before, publishers approach game development as a number of features - does the funded AAA game have feature X, Y, Z? If not, they need to be implemented in order to compete with similar AAA titles who already has needlessly arbitrary features.

The larger games industry does not approach games as qualitative experiences, but quantitative.
 
It's because everyone is terrified of making a concise, solid game that does it's job and rolls credits just in case people complain "oh man, I finished this game in 6 hours, wtf guys, rip off!"

I'd much rather have a 6 hour amazing experience without all the bullshit than have it needlessly padded out with other things to do.

Dead Space was perfect for me - I started playing it when I got home from work one day at about 7pm, played through until the early hours of the morning, completed it and I was done.

Probably one of the best gaming experiences I've had this generation, and it's because it was so focused.
 
Could not disagree more.

I love collectables, XP and loot systems, et all. A simple, straight to the point single player game will only get one playthrough by me and I have no interest in most MP mechanics.
 
I agree. I was an achievement addict for a while, and would get the full 1000 in games that required all sorts of OCD tasks - GTA4, Assassin's Creed, Crackdown and many others.

Nowadays I think you really need to love a game to stay with it to total completion. For me, no game is actually good enough to sustain interest for the duration of all the optional content, but that may be because my interest isn't so easily maintained.
 
You don't have to do the extra shit if you don't want to. I'm playing through DKCR and I'm having fun with the game skipping through a lot of extras.

Stop complaining just to complain.
 
I roll my eyes when I see trophies/achievements like this. Ugh.

trophies/achievements are just another example of this though. I like going for some of them, but it's really just another box to check that increases the longevity of games without adding anything other than their mere existence.
 
Shit ruined Far Cry 3 and Darksiders 2. The developers may think that adding this shit is cool and adds depth but it just means more time spent in (usually) shitty menus and less time spent playing the game.
 
You mean every first person shooter since BF2.



Also, I am OK with all of this. The longer the games take to finish the better the value.
 
This has been bugging me recently with so-called "open world" games, or as I now like to call them, "checklist simulators". I loved Far Cry 3 until I realised that the only interesting content was in the main missions, everything else was just completing a list by doing the same thing a hundred times over.
 
Funny thing. I miss when games were designed to have lasting value regardless of their size or length.

Today, there seems to be two extremes.

1. Five hour long scripted experiences designed to impress the player one time, then be shelved or sold. Often "movie-like", with a heavy emphasis on production values and "immersion" - meaning they are virtual-reality like, where nothing is "gamey".

2. Huge bloated check-the-box titles that are somehow chocked full of pigeons to shoot, yet for all their content don't have the core replayability or lasting power of older games that look similar on the surface. Because their core design is still rather linear, or "critical path" is still short, narrow, and simplistic. They just put a bunch of other stuff around the critical path to keep people playing.

I realize that today, there is an audience that never replays games and prefers to treat games essentially like slightly longer movies. Content tourism has become a real thing.

Of course, I wonder if pursuing the cinematic audience, and/or the content tourist audience, is one thing that's hurting the industry due to the cost and investment involved with the arms race to satisfy these audiences. The joke is that you COULD make an RPG like Baldur's Gate II today, that would remain a classic 10 years later and still command sales after a decade. You could even make it "pretty", with superior quality of 2D visuals, animation, etc.

But it wouldn't appeal to the audience that desires a first person virtual reality window into a 100% "realistic" world, though honestly I think that audience doesn't understand that there's more than one kind of "immersion".
 
2. Huge bloated check-the-box titles that are somehow chocked full of pigeons to shoot, yet for all their content don't have the core replayability or lasting power of older games that look similar on the surface.
You are idealizing older games.
 
I agree, the worst examples were Batman: Arkham City and GTA4. Every few seconds you got a notification of other things you could be doing.

WANT TO GO BOWLING...RIDDLER TROPHY...BEEG AMERICAN TITTIES...ENEMY CHATTER...NEW OBJECTIVE...SCRIPTED HELICOPTER ENCOUNTER...YOU LOST FRIENDSHIP POINTS...ETC, ETC


Honestly if I heard "BEEG AMERICAN TITTIES" in Arkham city it would have made the game much better.
 
Sidequests = "content bloat"

Now I've heard everyfuckingthing.

This. I truly don't understand how something that is optional, especially in the case of DS 3, ruins a game.

It's simple. It's a side mission, so you can ignore it. It doesn't affect anything you do or impede progress. If you don't have the will power to ignore it, that's on you.

Open world games have always been like this. Thank goodness too. I can't stand GTA 4, because it took out the staple extra shit that every other open world game has had, since GTA 3.
 
I wholly agree with the OP. I am sick of games not respecting my time or intelligence. Dead Space 3 is the most recent offender. There's a very good lecture by Jon Blow on the subject.
What's the solution, though? Avoid those games potentially depriving yourself of an interesting experience? Read the reviews? But then who do you trust?
 
Collectibles are the bane of almost every open world game.

There are so few of then that do it right.

I still remember how stupid hunting for playboy magazines in Mafia 2 was. Without a guide people would take months if not years to get then all...
 
The buzz words started to infect series that had no business including them.

I can't disagree with this point more.

Why shouldn't developers try to evolve their titles? The new Tomb Raider game is an evolution of the series and sensibly uses many of these things that fit the scenario of the game.

I'm sure there are games that tack on these systems but i have not played one yet that doesn't work.

If adding a crafting system to a game helps point people to an Elder Scrolls game, that should be a good thing.
 
Sidequests = "content bloat"

Now I've heard everyfuckingthing.
Yup. OP used a reaaaaaaaaaaally bad example.

The content bloat I hate in games is the artificial prolonging of parts of the game to make them drag on. Uncharted 2 suffers from this at times. Halo 4's Spartan Ops' first half had a TOOOOOOOOON of this.
 
Of course there's a quality over quantity argument somewhere but i can't see more content as a bad thing, especially in contrast to "cinematic" games that are over in one evening. Of course, the core mechanics still need to be good and there's badly designed side content (compare STALKER and Assassins creed) but overally i'm not going to complain about too much content.

Luckily i managed to overcome my OCD. I no longer feel compelled to "100%" a game. If it's no longer fun i stop playing.
 
I am just playing Batman : Archam City and it's scratching my OCD itch just right
Yeah, it may not be SaintsRow 2 but it's at least okay.

Open-world games need a ton of side activities or you could just play a linear game instead. Oh, and with proper rewards for completing sidequest chains... like SR2.
 
Funny thing. I miss when games were designed to have lasting value regardless of their size or length.

Today, there seems to be two extremes.

1. Five hour long scripted experiences designed to impress the player one time, then be shelved or sold. Often "movie-like", with a heavy emphasis on production values and "immersion" - meaning they are virtual-reality like, where nothing is "gamey".

2. Huge bloated check-the-box titles that are somehow chocked full of pigeons to shoot, yet for all their content don't have the core replayability or lasting power of older games that look similar on the surface. Because their core design is still rather linear, or "critical path" is still short, narrow, and simplistic. They just put a bunch of other stuff around the critical path to keep people playing.

I realize that today, there is an audience that never replays games and prefers to treat games essentially like slightly longer movies. Content tourism has become a real thing.

Of course, I wonder if pursuing the cinematic audience, and/or the content tourist audience, is one thing that's hurting the industry due to the cost and investment involved with the arms race to satisfy these audiences. The joke is that you COULD make an RPG like Baldur's Gate II today, that would remain a classic 10 years later and still command sales after a decade. You could even make it "pretty", with superior quality of 2D visuals, animation, etc.

But it wouldn't appeal to the audience that desires a first person virtual reality window into a 100% "realistic" world, though honestly I think that audience doesn't understand that there's more than one kind of "immersion".


True words. The core issue is a clash of ideals not just mere preference. Trying to make game products that satisfy the desires of gameplay gamers and non-gameplay gamers (movie, tourists, etc. type) is ultimately an effort in resolving opposite pulls. The design will be stressed in the process and one side will surely lose out in some capacity.
 
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