Recently, I read an article titled
The Rise of the Indie Developer. The article is a very interesting read about indie game development with quotes from popular indie artists akin Jonathon Blow. This article inspired the following post, as well as a few more all related to Gaming Culture and Indie Gaming, or what I call "Video Game Theory." Here is the first installment.
IGES = Indie Gaming Essay Series
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In the midst of the aforementioned article, the author mentions a game called
Flower developed by Thatgamingcompany. The game apparently did well on the PSN and got great reviews, yet I had never heard of it. I hop over to Wikipedia to check out what the game is about and I see this under reception:
Eurogamer's Tom Bramwell had similar praise, describing it as "pleasantly innocent and uplifting", though he awarded it a lower score than other reviewers as he felt the US$9.99 price was too high for the game's length.
I've heard this same negative criticism countless times -- that the price of the game is too high considering the length of the product. This resonates with some games that I love (I.E.
Braid and
Machinarium). The only criticism that Braid ever receives is that it is too short considering the $15.00 price point.
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Braid - Too Short? |
I think that time length is a completely irrelevant matter of criticism. Holding any kind of medium under the spotlight of length or replay-ability is a completely abhorrent measure of that mediums wholeness.
Time criticisms, unless relevant to what the authors intention is, are missing the point.