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Games certainly can be too long, but it's not the case with Prey.
But i think what counts is replayability factor. So sure long games with 300 side missions and 60 main missions is good but even after that there should always be hundreds of extra things to do
This makes the game long but only long to what after the main story says so if you found it too long just rush the story and move on but if you are inmersed then 100%
I tend to feel like any game shorter than 30 hours is generally too short although I've played a few indie games in the 15-20 hour range that I thought were just right.
I guess it depends on how much of a life you have and how much time you spend playing games :-).
The worst part is that they hit you with all these limitations VERY early on and it kills the vibe. I didn't even clear the talos 1 lobby before I was worried about when I would get enough neuromods to actually upgrade something meaningful. Eventually I got bored of waiting and trying to sneak around enemies that detect you from impossible distances, or areas that I can't access and things I can't open because I don't have all these different neuromod upgrades. Forced backtracking is a waste of time that I'm not interested in.
Games that do it better:
Dead Space resource and inventory management were fantastic. You don't start hitting major limitations until a decent way into the game, but by then you should have a good idea of how you want to streamline your upgrade priorities. You're rewarded for smart resource management and loot is lifesaving, rather than punishing. There's also an actual story, a reason to keep going.
Surge 1 & 2. Opening up shortcuts felt so good. It was a great reward for all the effort you put into going the long way around. It feels bad to be gated by resource grinds (neuromods), but it feels good when you're only gated by your own ability to succeed.
I will say one thing good about Prey. It's really well optimized. I expected to have issues especially with the items not despawning. Instead, I'm able to play with all graphics turned up while using 2016 hardware.
The question you/any game designer must make instead is:
"Can the three pillars of a game project - its mechanics, dynamics and aesthetics - keep the player in the flow (zone) for a long period of time and for many days?"
This question must be answered during the pre-production and production phases. You can have a game with a length of 500 hours of content to do, but if the player is consistently kept in the flow, he/she will have fun and won't bother about its length.
To me, Prey has flaws (the enemy variety is one of those), but its length isn't.
There are so many FPS out there, so we can't say that TF2 has the best campaign ever.
To me, the winner is Doom. You see? As Krispylorian said, its debatable.
Building up towns/settlements is my favourite thing to do. I will spend a lot more time in the game again soon.
I love long games, even if the story ends - let us play 'past' the story. Games should be longer, IMO
It just FEELS very long because of frequent detour syndrome, specifically you get an early objective, but keep finding roadblocks that require an hours long detour through/to another part of the station to get there.
Mooncrash has a similar problem. Long after I've seen everything I'm running around doing silly side missions for characters and finishing orders just to finish orders and see the ending.
It overstays its welcome. It doesn't add anything new or exciting enough in the last quarter to justify its length, and the addition of the big bad monster eating the space station turned the game more into a chore than anything else.
Overall, it has the fun gameplay xp and interesting narrative from the likes of Deus Ex, Half-Life and Dead Space.
Generally, game's length should really depend on how it engages its gamer and what type of game it is. If it's a bloody 10 minutes walking from A to B of nothing in a linear FPS, that is a pointless waste of time.
And yes, sometimes, a tightly constructed linear experience, can be better than a 100 hour game.
Prey is a great game but somehow I just not feeling 100% engaged with the story and the little bits of information in emails or books that are scattered around Talos which could possibly prolonged my gameplay just... not fun to find somehow (if only the written information can be reduced and more transcribed scattered around, I'd probably be more engaged with the story). But the main story and choices you made itself feels greatly organic and I love it. however, I'm not feeling like to start another playthrough after I finished it.