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Game Duration - what do you like?

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mcobb83
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Game duration is a touchy subject - well, not really touchy, but I know a lot of gamers who won't, as an example, play a game that runs more than 1.5 hours. Personally I prefer games that can go 2 or 3 hours.

Anyway, I'm working out my prototype and it has a play time of between 120 and 150 minutes, which I have recently discovered is something of a turn off to a lot of designers in my area who seem to favour 90 minute max as play time.

So what do you think? What duration of play time do you prefer in a game?

Soulfinger
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Baby, I can go all night. At

Baby, I can go all night.

At least, that's the case with Talisman, the game you win when everyone else needs to go home. As I see it, play time depends on emotional investment. If I have a group of five, and we feel invested in the outcome then time doesn't matter. Risk is a good example. People play that game until they $#@%ing win, but the problem keeping eliminated players entertained. If spending more time on the game doesn't increase the magnitude of victory then I'd rather win in half-an-hour than have to put off victory for two hours. As a rule of thumb, if a game takes a couple minutes to set up and put away then 30 minutes of play is great. If I end up with a handful of cards that defines my character or signifies my success, and it's going to take half-an-hour just to sort everything and put it away, then I'll play for 2-3 hours.

Squinshee
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It depends on the type of

It depends on the type of board game, but my personal range is from 15 - 90 minutes. Anything less or more makes me an unhappy Squinshee and we all know how THAT turns out. Reigning in your playtime to be 15 minutes less than a satisfying experience is the perfect way to make people wanting for more. It also prevents those longer fringe/outlier sessions from outlasting their welcome.

X3M
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Commercial value's are below

Commercial value's are below 2 hours, I think.

But personally, I don't mind playing a board game every day for 2-4 hours for several weeks.

But that is what you get for playing one of the massive war games.

Still, I don't hold the towns record.

Tedthebug
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My preference is 20-30mins

My preference is 20-30mins with simple but deep gameplay. I used to play longer games (all the talisman expansions spread across the family & dining room floors) but I don't have the attention span or stamina anymore. For single player games 5-10mins, & for the digital games I design I aim for 5-20minute sessions.

radioactivemouse
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Convenience...

I used to be able to go hours on games...sometimes I still do, but lately since I've got a wife and kid, I've had to limit my gaming and sneak in game time whenever I can. I can really only stomach 2 hours at the most unless I'm really into it...which only comes when I know my wife and kid are ok without me for so long...which is rare.

I think if you're going to set a time, make it the best X time you can do. I mean, there's a whole miniatures industry and Games Workshop seems to be doing fairly well...those games can go for days.

The key is engagement. There are great games that are long like Food Chain Magnate or short, light games like Spyfall. Both games engage the players, so your real challenge is to make players feel like time is flying playing the game.

ElKobold
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mcobb83 wrote:Anyway, I'm

mcobb83 wrote:
Anyway, I'm working out my prototype and it has a play time of between 120 and 150 minutes

And let me guess, this is for your regular testers with you nearby and/or playing, right?

Then for an actual first-time player it will be more like 3+ hours, or more, depending on the weight of the game and how good the rulebook is.
A death sentence for a game (since after that first experience, the chance of the game leaving the shelf will be slim).

Willem Verheij
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For me something like 1-2

For me something like 1-2 hours seems alright but it depends on the kind of game. A bit longer is fine too if the game is still interesting at that point and not dragging out.

Elimination games should be decided quickly once the first player is out, I typically don't like these kind of games at all and prefer all players to have a chance at winning untill the end even if its only a small chance.

Some games have a build up stage, and I do feel those games also need a stage where you can really put what you have build up to use. It's no fun if you don't really get the chance to use what you build up, then it gets disappointing.

Lenght also depends on the type of game.. but I think that with many games players will know what they are getting into. And there are markets for most lenghts. Though anything thats estimated to take longer than 3 hours would likely narrow your audience down quite a bit.

The lenght needs to feel right for the type of game you are making. A big conquest game with miniatures, a large board and all that would feel disappointing if it was over in half an hour. The set up time might almost be longer then.

And card games usually are not expected to take very long, so there limiting the lenght seems a more important factor.

But either way I do think that writing the rules down clearly as well as having helpfull components that make it obvious enough what they are for can all help decrease the lenght of a game.

Its always a terrible thing if half the game time is spend looking up the rules and argueing over them.

mcobb83
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ElKobold wrote:mcobb83

ElKobold wrote:
mcobb83 wrote:
Anyway, I'm working out my prototype and it has a play time of between 120 and 150 minutes

And let me guess, this is for your regular testers with you nearby and/or playing, right?

Then for an actual first-time player it will be more like 3+ hours, or more, depending on the weight of the game and how good the rulebook is.
A death sentence for a game (since after that first experience, the chance of the game leaving the shelf will be slim).

Actually, most of my play testers are one-off players. People who have played the game either never, or only once. I have only about 3 play testers who have played more frequently than that, and they can play in about 90 minutes. Typical first time players are between 2 and 2.5 hours. Really goofy and/or chatty ones skyrocket to over 3 hours.

X3M
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May I pitch in an additional

May I pitch in an additional question please? (Not this one, but the next one)

Is the difference in time between a first try and an experienced play, somewhat relatable to the value of your game design? Thus, small difference is a good design. Big difference a bad design?

mcobb83
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I will concede that the game

I will concede that the game is complex. There are a lot of things going on, and I am trying to simplify things. However, the elements that are in the game now are needed. To remove any one part damages the whole. It really comes down to most people with long learning curves on the game are party gamers - they like things like Cranium and its ilk. To see resource management and kingdom control in a board game confuses them.

I have done several builds of simplifying, but the net result has always been a worse game.

The core issue on longer tests (aside from the players getting off topic frequently) tends to be the gamer who wants to run every one else's turns, to maximize synergy and get the really epic combos. But I don't know of any game that has successfully eliminated that guy.

I had considered altering the resource gathering. Right now characters have to travel to the town producing wood (for example) to get wood. I had considered changing it so that a town that produces wood simply contributes that to a common pile and all players have access to that pile. The idea is untested and therefore could work, but I worry that it suddenly makes the action allocation mechanic too powerful and throws the balance of the game out. This, I think, is going to become a new thread in just a second...

TwentyPercent
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I like plenty of games that

I like plenty of games that last over two hours. But there are also many games over two hours I don't enjoy. So I'm going to jump on the bandwagon and say duration isn't as important as player engagement.

I grew up playing D&D, an dour sessions could easily last 6+ hours. Yeah, it's not a board game, which has other limitations such as physical components. But the point is if the players are engaged, the game can go on forever.

Design the game you want. Duration will come later.

mcobb83
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It seems we have a lot more

It seems we have a lot more "open minded" designers on the forum than I have in my local area; they were aghast that a play test could or would take 2 hours or more. I wonder if it is because they are all more or less attached to the same publisher, which only publishes games that are 1 hour or less.

Squinshee
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I'd refrain from insinuating

I'd refrain from insinuating that you're local designers are close-minded. If your game in question wasn't a prototype, but was a finished product that was kickstarted, achieved some stretch goals, and even had a decent BGG score, then I think the reaction would be quite different. The difference is that one thing seems to be proven while the other isn't. For a first-time designer to whip out a 2+ hour game and expect zero hesitation from other designers is a bit naive.

The other day I was asked to play a dev's almost-finished game via Tabletop Simulator. It was 10pm, so naturally the first thing I asked was how long it would take. "Two hours." Eeek I thought, but I played anyway for some goodwill points. Fast forward three hours and the game was only half over. I bailed.

Respecting players' time is important. Playtimes, especially in prototype form, tend to last longer. I think a better approach next time would be:

"My game is 2+ hours long. After an hour of gameplay, we can stop playing unless everyone wants to keep playing."

Chances are they'll all choose to stop, but that knowledge and agency of being able to end it if it's dragging will prevent testers from feeling trapped.

ElKobold
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Keeping the length of the

Keeping the length of the game in check is part of game design.
If you can't throw out anything because it's vital to the flow of the game, consider changing the win conditions or make the game board smaller.

Btw, how long the combat usually takes and how many combats do you usually resolve per game?

McTeddy
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I'm with Ted, at least

I'm with Ted, at least realistically. I'm old and I'm busy.

I'm more likely to play a game the shorter the playtime. The ones that actually come to my table regularly are 20 to 45 minutes.

Once every couple months, I can find a couple hours for a full length game... but it's a rarity. That said, this is a good length and I'd see no issue recommending it.

As for any longer than 2 hours, there are alot of barriers:
- You need to find a crew willing to put in 3+ hours.
- These games tend to be complex, meaning you need to find
a crew willing to learn it.
- You need to find a block of time where all the members
are free for a long period of time.

I've brought epic scale games to my table before, but don't think I've ever finished one. Half ways through someone always gets bored and then we go off topic and move on.

questccg
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Squinshee wrote:"My game is

Squinshee wrote:
"My game is 2+ hours long. After an hour of gameplay, we can stop playing unless everyone wants to keep playing."

This is not a isolated occurrence. In "Tradewars - Homeworld", in the "Tradewars" Scenario, often players try to beat each other to death (so to speak). What I mean by this is they try to knock out their opponent's Homeworld. When I play the scenario, I focus on the primary goal: "Win by points". 100 Treasure points is far easier to do then knock out your opponent. First of all your first 40 points go towards building at least three (3) starships.

But usually when players have three (3) starships, they don't configure that many in their Space Lane. Maybe they only configure two (2). IDK why ... but this happens often.

The next 60 points can go quite FAST if you earn 10 points per turn. That means only 6 turns and you can WIN the game... Players need to look at it that way: 6 turns and I can win. Obviously you need to put out a starship to stop your opponent from directly targeting your Homeworld... And it doesn't guarantee that you will win - 6 turns to survive and ... maybe win the game.

Playing it this way the scenario may take 1 hour. Battling it out could sometimes take DOUBLE the time! :(

That's why the "Spacewars" scenario allows you to unlock Starships quicker and get the battle underway much quicker!

So to the original post - I too may have a pacing issue as well. Often it's when new players try the game for a first time. Otherwise the game, depending on the scenario, can resolve itself in under 2 hours. We're on the border for those elongated duels.

Willem Verheij
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I think 2-3 hours is about

I think 2-3 hours is about ideal when you have people over for a game night.

Longer than that might get troublesome if say, the game starts at eight.. well at eleven some people might like to go home, especially during the week.

A game of just an hour probably would be too short for such a game night, unless multible games are played or you are also going to watch a movie or something.

Squinshee
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This is a problem I see when

@questccg

This is a problem I see when games have multiple win conditions. I understand that Tradewars has two different scenarios that alter the win condition, but it seems like the game isn't naturally pushing players towards the objective. When this is the case, players tend to be competing on two different planes and that's never fun. It's like playing against a Mill deck in Magic – your opponent is trying to have you discard your entire deck and there's nothing you can do to counteract that from happening, so your only option is to reduce their HP to zero. It then becomes a race – a competition without meaningful interaction – which is a whole lot less fun than a game.

How about starting that scenario with three configured starships in their Space Lane? If that's what players are supposed to do, they should start there.

questccg
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A lesson learned!

@Calvin: Well after you play the "Tradewars" Scenario - with someone who knows the game... You change your philosophy. See the thing is, winning by points is not a guarantee. You could have a player with a "weaker" deck, compete against a player who has a stronger deck - and still be able to beat him!

So to me this is a form of balancing.

When a player realizes that he will be losing because the opponent is making a "rush" to win by points, it fuels the aggressiveness even more, and that player will be launching the maximum starships, like 3 vs. 1, and try to do more damage to the Homeworld... The question that remains unanswered is did he do sufficient damage during the game or is it just too late - his opponent will squeak out a Points victory?!

In my book this is fair - you're not cheating. But it is sly: knowing that the scenario was "designed" to be won by Victory points, alters the way you should approach the game.

At least you should be keeping up to the opponent in terms of Victory points - so that maybe with a couple GOOD hands you can score more that 10 points and sway the victory towards you. This is very plausible not only possible.

The focus here is to ensure you keep track what your opponent is doing.

If he starts to make a run for a Victory point win, you should keep pace with him - and try to overrun him. If he ignores the primary objective and continues to build ships and buy more cards, well then you can maybe win by dominating the player using your Firepower.

But yeah - I keep getting "almost" beaten at my own game - because seems like everyone else gets great decks and I'm squirming with maybe 20-25 cards in my deck. So I usually go for the Victory point win, because I know that I could not survive a Firepower duel... Plus I like to shorten the length of games: Homeworld battles seem to take more time - because you need to over power your opponent and get in maybe one good attack and do some damage.

Any damage you can do is GOOD damage. It all counts. 2 damage points early may be the difference between a loss and a victory later in the game.

I don't see it as a *problem* - more of a "challenge" or an error in a player's strategy.

Cheers!

X3M
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7 hours.... ... Is for us an

7 hours....

...

Is for us an over night game.

Experimental Designs
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I prefer games that last

I prefer games that last about 2 hours or more, especially immersive ones that make you want to see it through the end, whether you win or lose. Mind you this is coming from someone who used to burn up an entire weekends to play battletech campaigns with friends back in the day.

As a tabletop gamer I have the attention span for games that last longer than the casual or the standard length board game you typically find at your local venue so 2+ hours suits me fine.

mcobb83
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Very insightful answers, and

Very insightful answers, and you have all done a great deal to set my mind right. The game is designed to be an immersive experience, with a heavy theme that saturates the game. Nobody (except designers) has complained about it being 2 hours in length, so now having read your comments I do not feel like there is anything that needs to be changed.

Thanks!

Squinshee
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@ mcobb83 What's your game's

@ mcobb83

What's your game's primary mechanic/hook?

ElKobold
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Squinshee wrote:@

Squinshee wrote:
@ mcobb83

What's your game's primary mechanic/hook?

From what I understood reading the rules mcobb83 shared earlier, it's a pick up & deliver and action allocation.
(please correct me if i`m wrong)

mcobb83
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It is pick up and deliver,

It is pick up and deliver, couched in the Viking invasion of Wessex in 871. Basically the idea is that players have to manage resources (used to build buildings and recruit soldiers) in order to defend Wessex from raiding and invading Vikings.

Squinshee
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When you play it solo, how

When you play it solo, how long does it take?

mcobb83
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When I play solo it takes me

When I play solo it takes me between 60-75 minutes for 4 characters. Longer if I use more characters, but not typically longer than 90 minutes.

Zag24
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A shorter option

I don't mind games that are up to 3 hours, if they're fun all the way through. However, I really don't want my FIRST time playing to be that long. I just hate being 90 minutes into a game and now I understand how those choices I made early on leave me with no chance of winning, but there is still 2 hours to go while the two people who had played before slug it out.

I have a friend who is constantly bringing these 4-hour strategy games into our group. I have finally put my foot down and said that I will only play if we agree up front that we will run a practice couple of rounds, about 40 minutes' worth, and then start over.

However, I prefer games that offer a shorter version, whether specifically for a learning exercise or just because there is a long and a short version of the game and both are playable. Mage Knight does this, and I know I appreciated it.

mcobb83
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Well, the game is 100%

Well, the game is 100% cooperative, so those who have played before tend to help rookies make the best moves. But then there is also the fact that multiple actions could be equally best...

Squinshee
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This topic has irked me since

This topic has irked me since its creation. The reason this question was asked wasn't to get a better understanding of what is and isn't an acceptable length of playtime (a subjective opinion). You posed this question to find designers here who didn't think your game's length to be too long as a means to justify not changing your game to reduce its length. Many of the folks here are fine with long games but there were also those of us who said 2 - 3 hours is too long. Instead of listening to the peeps who objected, you have clearly chosen to keep your game as is.

I do not like this approach.

To me, it seems like the reason you don't want to reduce playtime is because you'll have to rebalance your game. From what you've posted, it sounds like your game works and it can be really frustrating to find something to change that has major impacts throughout the rest of the design. However, from my own experience, whenever I have implemented a big change, I have always (and I mean always) been glad that I did. There's a monumental difference between something that works and something that is loads of fun, and finding new ways to refine your design is the ultimate tool to bridge that gap.

Ask yourself:

• Do I need this? (Ask this about literally every mechanic/system in your game)

• At what turn does the fun really start to kick in? (If it's turn 1, perfect. If it's turn 2 or later, find ways to make the REAL fun happen sooner)

• At what point do players know they have won or lost? (If it's on the last turn, perfect. If it happens a turn or more before, reign it in – players don't want to be forced to "play things out")

• Does this game respect my players' time? (Time is literally the most valuable and finite resource we have. If something lasts too long, it'll leave a bad impression. Leave players hungry, not full)

• Who is my audience? (If your game is going to last 2+ hours, I want some interesting mechanics to sink my teeth into and a gamestate that grows in complexity with an epic climax. Do know that the longer the playtime, the less of a potential audience you'll have. You're seeing that already with your local game group)

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