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Why Don't People Finish Games?



Lorne Lanning, President
Developer: Oddworld Inhabitants
Current Game: Oddworld Stranger

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Gamestar: What was the last game you finished? What kept you playing?

Lorne Lanning: Ico. What kept me playing was a huge curiosity for the environments and I found the simple relationship between the girl and the boy to be completely refreshing. The passion that was put into the creation of the game was evident, and I needed to see where the designers were taking it. The other game was Halo. What kept me playing was the co-op mode. Else, I wouldn't have played it through to the end.

One thing that turns me off to a game right away...is when I feel that it's a product for products sake and lacks any sense of passion from the folks that built it.

GS: What do you think are the main reasons people don't finish games? Not enough time? Too many other good games to try? Something else?

LL: Personally speaking, most games just don't hold my interest. I want something more than what's largely out there today. I've got better things to do than repeat endless play patterns that are viable for the market, but a boring usage of time. I want something innovative and different that also plays and feels well and offers something additional on the entertainment front, and provides inspiration as a designer. Not something that's easily found on the shelf today.

GS: How important is the story or plot in a game? Has it become more or less important in the past few years?

They say it's becoming a lot more important. But it's difficult to believe that when you look at the charts and you see crappy games that are in the top ten week after week just because they are attached to big brand licenses.

GS: We often hear that games have "40 hours of gameplay". Does that term really mean anything? Do you think there's a "magic number" to target?

LL: That number is getting lower today. In the last ten years, that was a common number to target. Today, it seems publishers feel more comfortable if it's somewhere around 12 to 15 hours.

GS: Does it bother you that a good chunk of your audience may never see the later parts of your game? Do you spend less time on the end-game as a result?

LL: You hope to reward them with a great finish if they've stuck through the whole of your experience. Yet, it's easy to use the statistical data as an excuse to skimp on the ending when your production is under pressure. It's one thing if someone is forced to cut to get the game out or die. That happens all the time and it's a tough business. It's another thing when someone makes the hack choice as a standard business decision because they think it's a general waste of money. That's hack thinking and it's one of the trends that leads to lower quality games being made for an even lower common denominator.

GS: Some hugely popular games don't have an "ending" to reach. What makes someone eventually stop playing EverQuest, for example? The Sims?

LL: They get a job or a divorce.