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	<title>Comments on: Faster Games</title>
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	<link>http://www.jesperjuul.net/ludologist/?p=228</link>
	<description>My name is Jesper Juul, and I am a ludologist. This is my blog on game research and other important things.</description>
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		<title>By: Robert Padbury</title>
		<link>http://www.jesperjuul.net/ludologist/?p=228&#038;cpage=1#comment-2629</link>
		<dc:creator>Robert Padbury</dc:creator>
		<pubDate>Sat, 31 Dec 2005 01:35:18 +0000</pubDate>
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		<description>Game Length is (obviously) a double edged sword. The number of people who actually complete a videogame dwindles somewhere at 20%. I think the issue of time should be left to what feels right for the game. Maybe the solution is variable pricing - though I&#039;m against that. 

Perhaps the answer for the videogame industry is not neccesarily to shorten game time, but perhaps change the way that games are played. So instead of setting aside 2 hours to play &#039;Shadow of the Colossus&#039;, I might set aside 10 minutes to do something in a game. The important thing is that as a player, I should be able to feel rewarded for playing the game for such a short time.</description>
		<content:encoded><![CDATA[<p>Game Length is (obviously) a double edged sword. The number of people who actually complete a videogame dwindles somewhere at 20%. I think the issue of time should be left to what feels right for the game. Maybe the solution is variable pricing &#8211; though I&#8217;m against that. </p>
<p>Perhaps the answer for the videogame industry is not neccesarily to shorten game time, but perhaps change the way that games are played. So instead of setting aside 2 hours to play &#8216;Shadow of the Colossus&#8217;, I might set aside 10 minutes to do something in a game. The important thing is that as a player, I should be able to feel rewarded for playing the game for such a short time.</p>
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		<title>By: Jesper</title>
		<link>http://www.jesperjuul.net/ludologist/?p=228&#038;cpage=1#comment-2628</link>
		<dc:creator>Jesper</dc:creator>
		<pubDate>Fri, 30 Dec 2005 14:10:31 +0000</pubDate>
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		<description>But in a way most traditional games couldn&#039;t really have been published at any point in history? Try marketing chess. How did those old complex &amp; abstract games every become popular?</description>
		<content:encoded><![CDATA[<p>But in a way most traditional games couldn&#8217;t really have been published at any point in history? Try marketing chess. How did those old complex &amp; abstract games every become popular?</p>
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		<title>By: Greg</title>
		<link>http://www.jesperjuul.net/ludologist/?p=228&#038;cpage=1#comment-2627</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Fri, 30 Dec 2005 13:54:35 +0000</pubDate>
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		<description>Eh... This isn&#039;t a &quot;trend,&quot; this has been market reality in mass-market boardgames for decades. Try to get the buyer from Toys R Us to stock your game if you can&#039;t explain it to him in two sentences.

I have. It doesn&#039;t work.

Monopoly could not be published in the mass-market industry today; it&#039;s too complex, and far too long. (It survives because it has a following--I mean, you couldn&#039;t =launch= such a game today.)

But you probably couldn&#039;t have published it in the 60s, either.</description>
		<content:encoded><![CDATA[<p>Eh&#8230; This isn&#8217;t a &#8220;trend,&#8221; this has been market reality in mass-market boardgames for decades. Try to get the buyer from Toys R Us to stock your game if you can&#8217;t explain it to him in two sentences.</p>
<p>I have. It doesn&#8217;t work.</p>
<p>Monopoly could not be published in the mass-market industry today; it&#8217;s too complex, and far too long. (It survives because it has a following&#8211;I mean, you couldn&#8217;t =launch= such a game today.)</p>
<p>But you probably couldn&#8217;t have published it in the 60s, either.</p>
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