Masahiro Sakurai, the developer of Super Smash Bros., has a fiery opinion on extended games that have created an intriguing discussion online. Legendary game developer Masahiro Sakurai discussed the distinctiveness of game writing on his YouTube channel, Masahiro Sakurai, on Creating Games.
Sakurai discussed the benefits of delaying the plot and background material until the conclusion of his video so that players may get directly into the action at the beginning of a game. He says, “The idea that ‘longer games are better’ is a thing of the past these days, so I’d say it’s best to just get to the good stuff as quickly as possible.” He added that this depends on the game.
Masahiro Sakurai, the designer of Smash, stirs discussion over lengthy games
This spicy take from Sakurai, according to Twitter user Hatok, “feels really out of touch.” However, comments on the page indicate that many gamers have the opposite opinion. One of the respondents noted in the words that the feeling was rising and was also good. Others commented that they needed more time for lengthier games.
However, another person said, “I believe this is the current consensus. The specialized group consists of those who like lengthier games. The original poster refuted this claim, highlighting, in particular, the ongoing success of open-world games like Tears of the Kingdom. However, the Smash creator’s claim about lengthy games only sometimes applies to the open-world genre, as others have pointed out. Despite being an open-world game, “Minecraft” can be completed in about 30 minutes.
How many people have the patience to endure yet another drawn-out sequence after a 30-minute prologue and tutorial? These issues recently came up with the release of Final Fantasy 16 since many gamers thought the game’s cutscenes were way too lengthy. For many years, there has been significant discussion over how long video games should be. During the PS3 and Xbox 360 period, this discussion took off.
Games also grew more resilient as publishers employed internet passes and add-on multiplayer options to stave off the secondhand game market. However, more material only sometimes resulted in better content. After all, this age invented the open-world gameplay model used by Ubisoft, in which sandboxes were filled with random chores like radio towers. According to Sakurai’s statements, this debate won’t be resolved quickly because of the storyline and gameplay elements involved.
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