Batman: Arkham Asylum is one of the few games to create a richer story in order to have longer gameplay.
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When it comes to video games, how long is too long?

Should a game provide “value for money” and pad out its story with as many tedious hours of fetching things as possible, or is there merit in a short, sharp ending?

Fetch quests, you’ve got to love them. Well you haven’t got to love them, but if you love video games you’re probably going to have to learn to at least tolerate them. Play any game for any length of time and sooner or later one of the characters is going to ask you to go to a place, get an object for them and bring it back to them. There’s a reason that this character has asked you to do that and usually that reason is because the people who made the game ran out of story yet felt that the game needed to be longer.

This kind of problem is par for the course with video games stories, torn as they are between three competing priorities.

The first of these is the need for a game to provide value for money to its players and this is typically defined in terms of hours of content. Games pride themselves on their run time in the same way that a restaurant might take pride in doling out oversized portions. In the simple marketing speak of games marketing more is more. Hours of content up for grabs, is it good? Is it important? Who cares, look how much time it takes. No game ever took pride in being short. This can vary wildly of course from action games or rogue-likes where a single run through might take less than an hour to sagas like Wasteland 2 or Dragon Age: Origins that can take around 80 hours.

The second factor is how the story accommodates the chief gameplay mechanics. So for example if your game is built around shooting people in the face, as a lot of games are, then you have to tell a story about that. This poses problems, because there are only so many situations in life where shooting everybody in the face will resolve the problems. You can see this problem manifest itself in the Mass Effect series. As the series went on the diminishing returns of such a game being built on a foundation of hiding behind low walls and shooting people took their toll. As highly regarded as the Mass Effect series was it boasted a completion rate only around 50 per cent, which means as good as it was, most people didn’t see the game to the end. What your game is built to be on a mechanical level limits your scope for the length of time you can expect players to hang in there. An RPG can last tens of hours, while a corridor shooter will often struggle to find fun ways to fill six.

The third factor is the nature of the story itself – the story that the developer wanted to tell when they made the game. So we might look at the recent Tomb Raider for example, a game which is designed to tell the story of how a young Lara Croft goes from bedraggled victim to implacable heroine. That’s the way the story was planned to go, but because of how the game plays, as a third person shooter with a few platform elements, young Lara hasn’t gone more than an hour before she’s creeping up on men and strangling them with her bow or shrugging off gunshot wounds in pitched battles. To compound matters, because the game has to last a decent amount of time she’s murdering these guys and failing to escape from the island for what feels like an age, to the point where she’s killed so many men that you wonder why the rest don’t just down tools and run for the hills.

We can also see these problems in Alien: Isolation. Without wanting to spoil anything, Alien: Isolation has a story that can best be described as dragging quite badly. By the end of the game, from a purely story point of view, it has outstayed its welcome. The designers erred on the side of padding the game out for longer play time rather than going for a neater ending and so the story suffered, which is disappointing given the quality of the design and attention to detail of the setting.

Of course there is a flipside to this: when the game is good you want more and you don’t want it to end. So what is to be done? One solution that Alien: Isolation employs to an extent, and which the early Call Of Duty games also used to good effect, is to augment the main story with additional content. In Alien: Isolation this means missions and side stories based around the mechanics of the main game but set outside it. In the first Call of Duty games this meant that the story of each of the main characters was unrelated to any main narrative and quite short. This solution means that you’re getting more of the game if you want it, but in smaller, more manageable chunks.

In some games, such as Watch_Dogs or GTA V, the padding takes the form of open world malarkey that can be avoided. Usually these take the form of mini-games, side quests and random acts of violence. You can make a straight shot for the end of the story and it won’t take too long, or you can wander about to your heart’s content in the sandbox. This is a good compromise.

Another alternative is to offer more than one way to play through the game, important divergent choices that mean you can play the game again and everything will be a little different. To its credit this is something Wolfenstein: The New Order does.

Of course the somewhat obvious solution is to just make fuller, stronger stories, but this is harder to do than it looks. One game that managed it with aplomb is Batman: Arkham Asylum, but in order to do it the game had to draw upon the large supporting cast from the Batman comics. For a team of developers without all that background to call on and with hours of space on a storyboard to fill, the temptation to just have a character send the protagonist off to retrieve a McGuffin from wherever must be strong.

The idea that games should be shorter in general is one that has been going around a lot in recent years, with games like Limbo and The Walking Dead being cited as examples of a punchier narrative delivered in a cheaper, more manageable form. There is merit to this approach but there is a risk in short games with a narrative focus that the elements of the game as a challenge and test of skill become sidelined and a game becomes a thing that you experience rather than play. A short game lacks the time to teach you how to play and nobody likes a game that slaps you round the head with the end sequence just as you were hitting your stride.

A long story does not have to be a bad thing, of course. Some games that take ages to complete still manage to have few problems keeping a gripping narrative going. Series like Final Fantasy, Neverwinter Nights and individual games like Vampire: Bloodlines and Planescape: Torment all boast great stories that take days to unfold. If we look at games that don’t even have defined storylines but write their stories on the fly, such as the Civilisation, Football Manager or Total War series we see games that create drama as they go and which can hold players spellbound for hours at a time for as many sessions as it takes to reach the end, where for many players they’ll just start again. The capacity of these games to ravenously consume time in the tens, even hundreds of hours, would seem to indicate that they have locked onto something that mainstream games are missing.

Perhaps the problem for mainstream games lies in the way that they are seen as a visual medium rather than a cerebral one. It is easy to make a comparison between games and movies when perhaps in terms of form and structure games are more closely tied to literature. Movies are rolling entertainment, but literature, like a game, demands the attention of the audience in order to proceed. We can pick up and put down a book, and we can do so with a game too, but it would be unusual to do this with a movie. Games also naturally fit into the chapter structure of books, albeit having arrived at this structure on their own in the form of levels. Cinematic isn’t something that games should see as an aspiration, it is just one approach among many, and designers should be aware that there are all sorts of reasons you don’t make eight hour long movies.

For games to develop as a storytelling medium something has to change. We are seeing progress in short-form indie games and in the long-form RPGs and strategy games, but in the middle, in the land of the ten hour mass-market action games that make up so much of mainstream gaming, we’re still waiting on something better than Half Life 2.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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No, J J Abrams – Star Wars was never “a boy’s thing”

Women love things that are “for boys” because these things are actually “for humans”.

In 1977, millions of people went to cinemas to see Star Wars: A New Hope, and afterwards, a good portion of them were suddenly rendered invisible. It didn’t matter that they rushed to line up for the sequels; it didn’t matter that they were eager to buy and play with the toys; it didn’t matter that they grew up to read the novels and explore the expanded universe and sit through the prequels and introduce their children to something they had loved as a child. They’re a group that overlaps with the invisible force that haunts comic book shops, or plays a lot of video games, or makes up nearly half the audience for superhero films, or, to one New Statesman staffer’s persistent, possibly-only-half joking incredulity, liked Doctor Who long before Russell T Davies got his hands on it. 

With less than three weeks before J J Abrams’s rebooted Star Wars hits screens, the director went on Good Morning America yesterday to talk in vague, broad strokes about his turn with the franchise. But the otherwise-unremarkable interview made headlines because of one segment, when Abrams was asked who he most excited to hear from about the film. He said:

“Star Wars was always about, you was always a boy’s thing, and a movie that dads take their sons to. And though that’s still very much the case, I was really hoping that this could be a movie that mothers can take their daughters to as well. So I’m looking forward to kids seeing this movie and to seeing themselves in it, and seeing that they’re capable of doing what they could never imagine was possible.”

That invisible group of Star Wars fans, who love that well-known “boy’s thing”? Women, who have spent the past four decades loving the franchise just as much as all those fanboys, even if no one else – the fanboys themselves in particular – seemed to take much notice. Abrams’s offhand remark coincided with recent headlines like Bloomberg’s “‘Star Wars’ Toys Aren’t Just For Boys Anymore as Rey Takes Over”, a reference to the female lead of The Force Awakens, portrayed by Daisy Ridley. Across the web, aside from stirrings by the now-mandatory Internet Outrage Machine, the overwhelming response seemed to be one of sad and somewhat resigned frustration, with women sharing memories of falling in love with the series, essentially saying, “We’ve been here this whole time.” My friend Lori Morimoto, in “An Open Letter to J J Abrams”, wrote, “I’d like to tell you the story of a girl who became a Star Wars fan. I hope you can suspend disbelief over my existence long enough to make it to the end.”

Star Wars is a universe populated by complicated gender politics, on and off screen. The three original films fail most facets of the Bechdel test (I laughed out loud here seeing the suggestion that A New Hope deserves a pass because the only two named female characters could have talked offscreen). Princess Leia’s enslavement and escape (and the bikini she wears while doing it) is a cultural touchstone that’s launched a complicated feminist dialogue over the decades. And it is perhaps because of the mostly-male cast in the films – and the long-held assumption that science fiction is a primarily masculine property – that the franchise has long been marketed exclusively to boys, despite the massive and loyal female audience.

But the modern Star Wars empire is helmed a woman, Lucasfilm president Kathleen Kennedy, and when she revealed that two-thirds the story team behind the newest film was female, she also pledged that there would be a woman in the director’s chair before too long. And since one of the leads in The Force Awakens is a woman, her character, along with a black male lead – portrayed by John Boyega – sparked anger from the reactionary white guy corner of the internet in recent months (sorry that the SJWs ruined your movies, guys!). For films that once portrayed a place so alien that only white men were allowed to speak to each other, the widening of representation in this reboot apparently looks to some like a political – or, to them, a politically correct – act.

The welcome diversity of the leading cast highlights all the good intentions in Abrams’s statement: that this new film promises more than a panoply of white guys, that girls and people of colour can see themselves reflected back in these new heroes. All the girls who thought the movies weren’t for them because they only saw men onscreen, or the endless line of male action figures on the shelf, have a point of entry now – that’s what representation means. And that’s certainly worth cheering for, even if it only took us 40 years to get there. But it’s hard for all the people who aren’t white men who’ve found other points of entry over the years, who managed to love it without seeing themselves there. I can speak from personal experience when I say that a lifetime of media about white guys hasn’t stopped me from finding characters and stories to fall in love with.

Here’s a theory: you might not have noticed that you were surrounded by female Star Wars fans all these years because you were the one who rendered them invisible. Women who like things such as Star Wars, or comics, or anything else that leads journalists to write those painful “not just for boys anymore” trend stories, have had to take it from all sides. Enthusiasm for something seen as the province of men clashes with mainstream perceptions of femininity. Even women liking this stuff in the context of traditionally feminised fan spaces, like fanfiction, find themselves fending off assumptions from men and women alike, perhaps the accusation that they are sexualising something too much, or they are placing too much weight on the emotional elements of a storyline. Basically, that they’re liking the thing the wrong way.

But women’s enthusiasm for perceived “male” spaces is always liking the thing the wrong way. The plainest illustration of this is the Fake Geek Girl, in meme and in practice: the barriers to entry are raised immeasurably high when women try to join in many male-dominated fannish conversations. The wonderful Noelle Stevenson illustrates this beautifully – and then literally, when a guy challenges her on her work. I’m sure that just by writing about Star Wars, I’m opening myself up to the angry gatekeeping-style pissing contests that men like to toss at women who claim to like the things they like. (Let’s get it all out in the open here: Star Wars isn’t my fandom. I saw the three original films on dates with my first boyfriend – our first date: Star Trek: First Contact, because we were clearly the coolest kids in town – and upon rewatches as an adult nothing grabbed me. But I am also a fandom journalist, so that’s kind of how this works.)

There’s a persistent myth – and I say persistent because I keep seeing these deluded boys get mad in new viral posts – that women who claim to like geeky things are just pretending, the somewhat confusing notion that they are doing it for attention. (And then there’s the inevitable anger that in this supposedly desperate plea for attention – why else would a woman claim to like their beloved characters?! – these women still don’t want to sleep with them.) And what never seems to occur to any of these gatekeepers is that these women were there all along, liking these things just as much – and are finally being given the cultural space to be open about their interests and passions. But that space is given haltingly; plenty of women, tired of waiting, are going out and taking it. The result is the tension (and, at times, outright hostility) that has marked certain corners of the fannish world in the past few years.

Women love things that are “for boys” because these things are actually “for humans”. There are many reasons that people love Star Wars, and most of them are universal things: the themes, the characters, the archetypal struggle of good versus evil. Most of the time we default to the white guy; he struggles with things we all struggle with, but somehow, he is deemed most relatable. Abrams, Kennedy, and everyone behind the new films should be applauded for their efforts to give non-white guys a turn at the universal story – I think these are incredibly valuable choices, and certainly will make the films vastly more accessible, particularly to children.

But we don’t just need Rey on screen and Rey dolls on the shelves for mothers and daughters – those same mothers and daughters have found plenty to love without many women to look to on their screens. We need boys to love the female heroes as much as we’ve loved the men over the years: we need universal to be truly universal. And when we express that love, the default reaction shouldn’t be a challenge: not, “You don’t like this thing as much as I do,” or, “You don’t love this the right way.” Isn’t it easier to say, “Oh, I’m so glad that you love this, too!”

Elizabeth Minkel is a staff writer for The Millions, and writes a regular column on fan culture for the New Statesman. She is on Twitter @ElizabethMinkel.