ParanoidObsessive posted...
The entire appeal of the Steam Deck is mainly to give people who already game on PC an option to play their games portably. You're not going to get a ton of people who never play games on PC suddenly rushing out to buy the Steam Deck.
You aren't, but in terms of the games available, modern PC gaming is virtually identical to modern console gaming. There's very, very little difference between buying an Xbox and buying a bunch of Xbox games for it and buying a Steam Deck and buying a bunch of PC games for it, aside from having a couple extra hoops to jump through to put it on a TV (in exchange for having hassle-free portability). The bigger consideration is investment in an existing ecosystem
I know there are plenty of reasons why you're not a fan of the ways in which modern console gaming has become more like PCs (like the push for all-digital), but anything relating to the "kinds of games" that get released on PC reflects some largely outdated assumptions. The days of PC gaming being dominated by 300 APM RTSs and twitchy shooters are long gone. Those games do still exist, of course, but they exist alongside many of the same games that get released on consoles.
ParanoidObsessive posted...
But when people say "I want longer games", what they mean is that they want longer games where most of the extra time is fun, for them specifically.
Oh, of course, but it rarely works out that way. If you intend to make a game of a given length because that's how long your core gameplay loop or story or interesting level design ideas or whatever will support, and you end up facing pressure to make it longer, you can't just magically make all of those things last longer. There is a "right length" for any given game, and the idea that longer games are better than shorter ones strongly promotes exceeding that right length.
ParanoidObsessive posted...
Theoretically true, but you're ignoring the fact that if you're only playing for a fraction of the time, you're still going to feel like your money is being wasted if you're expected to pay the same amount as someone else who is playing 10x more than you are.
If you take a step back and look at the big picture, sure, but if you don't it's typically not such a big deal.
The thing is, the less free time you have, the more valuable that time is. That, in turn, makes spending more per unit to occupy it more palatable, especially if you're still spending less overall than you would have to occupy all of your free time when it was less limited. In this case, the more condensed experience is going to be more enjoyable on a per-session basis than one that's more drawn out where you spend every story development trying to think back to a cutscene you saw two years ago, which is going to make it feel more valuable on a per-session basis and justify spending more per hour of gameplay.
Now, in an ideal world, obviously you'd spend less on the 7-hour game than on the 100-hour game, helping that comparison along further, but even at the same price the comparison favours the one you're going to have more fun with, in terms of moment-to-moment enjoyability. It only becomes a problem when you look at the big picture with the specific intent of finding reasons to feel bad about it, so just don't do that.
ParanoidObsessive posted...
The problem there is that most development costs have also ballooned ridiculously out of proportion because developers use massive teams they don't need (and which often do very little to guarantee a quality product), and waste significant amounts of development time due to poor planning or mid-development pivots dictated by higher-up executives. It's not just that every dollar spent leads to producing a concomitant amount of increased value.
It's true regardless of the AAA industry's poor business decisions. Making a 100-hour game is less than 5 times more expensive than making a similar 20-hour game. There are a lot of front-end design and planning tasks like characters, controls, and mechanics that have to happen for every game, but only happen once and tend to be roughly the same amount of work regardless of the game's length. While it does cost more to make a longer game because many other tasks
do
scale more linearly, that scaling isn't consistent enough for something like length-dependent pricing to become an actual thing.
ParanoidObsessive posted...
And none of that is helped by the state of the economy, because.luxury spending is almost always the first thing to go when times get tight. It's far easier to justify $100 per game (on top of much more to buy the latest console or PC upgrades) when you're flush with disposable income, but far less so when you're living paycheck to paycheck and barely making ends meet.
Which is why I'm saying that "if I buy this game for $80, how long will I have before I have to spend another $80 on a new game?" is a salient consideration for many people. Hours per dollar may be a poor metric for evaluating a game's quality, but it is a crucial part of a game's practical value, which does matter.
Though, saying that, if value for money is the most important thing for somebody, they should just play Fortnite or some other free-to-play game and avoid spending money on it. The full price of games is also rarely a consideration for people in that situation, because it's so easy to wait for sales and get games for a tenth of what they'd otherwise cost. From the business side of things, creating the perception of value for money is still important because otherwise they risk losing sales, but on the consumer side the modern gaming industry is not lacking in opportunities for gamers on a budget to have a good time. They just might not be playing the latest AAA game at the same time as everyone else (which, speaking as somebody who plays very few AAA games that aren't from Nintendo, isn't the end of the world).