Why I Think Modern Games Are Too Long: A Developer's Perspective
Hey everyone, let's talk about something that's been on my mind a lot lately. As someone who's spent years in the trenches of game development, I've seen a massive shift in what players expect and what studios deliver. Remember when we all got excited about a new Bethesda game? I sure do. But here's the thing: after working on titles like Starfield, Fallout 4, and Fallout 76, I've started to notice a real sense of fatigue among players. It's 2026 now, and looking back, I can't help but wonder—have we, as an industry, pushed the "bigger is better" mantra too far?

The Rise of the "Evergreen" Game and Player Fatigue
Think about it. When The Elder Scrolls V: Skyrim launched, it was a revelation. A world so vast you could get lost in it for hundreds of hours. Its success set a new standard, creating what we now call "evergreen games"—titles designed for long-term engagement. This formula became the gold standard for AAA studios, including Bethesda. When Starfield finally launched in 2023, it was our first new universe in 25 years, and naturally, we packed it with enough content to last a lifetime. And players showed up in droves for that launch! But here's the critical question: How many of those players actually saw the journey through to the end?
From my experience, the answer is: not as many as you'd think. I've come to believe we're reaching a point where a large section of the player base is simply tired of games that demand dozens, if not hundreds, of hours. Players already have a library full of these massive commitments. Asking them to add another 100-hour epic to the list? That's a tall order. It's like the effect Dark Souls had on difficulty—it popularized a trend. Similarly, the success of Skyrim made sprawling open worlds the norm, but have we considered the cost?
The Completion Conundrum: Why Finishing Matters
Let's be honest with ourselves. The majority of players don't finish most games that are over 10 hours long. This isn't a critique of players; it's a reality of modern life. Time is our most precious resource. When someone doesn't finish a game, they miss out on the full narrative arc, the emotional payoff, and a complete sense of engagement with the story and the product. As a quest designer, that final act is where everything comes together. If players drop off halfway through a 50-hour main story, have we truly delivered the experience we intended?
This saturation of lengthy AAA games has had a fascinating side effect. Can you guess what it is?
The Resurgence of the Short, Powerful Experience
That's right—it's sparked a major resurgence in shorter, more condensed games. Look at the indie scene! Take a game like Mouthwashing (a standout indie horror title from recent years). Its popularity wasn't just about the scares; a huge factor was its tight, few-hour runtime. Imagine if we had taken that core, brilliant concept and padded it out with a bunch of side quests and miscellaneous content to hit some arbitrary "50-hour" mark. Would the reception have been the same? I seriously doubt it. The impact would have been diluted. This trend tells me that players are actively seeking and celebrating experiences that respect their time and deliver a powerful, complete punch without overstaying their welcome.
The Future: A Balance of Scales?
So, where does this leave us in 2026? Are massive games like Starfield going away? Not at all. In fact, after the base game, we saw the Shattered Space DLC in 2024 add even more to that universe, and rumors swirled about another expansion in 2025. These vast worlds have their dedicated audience and their rightful place.
But I believe the future is about choice and balance. The market is diversifying. We're seeing:
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AAA Epics: For players who want to live in another world for months. ✅
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Focused AA Titles: Offering 15-20 hours of rich, polished storytelling. ✅
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Indie Gems: Delivering incredible 2-6 hour experiences that leave a lasting impression. ✅
The key takeaway for developers, myself included, is to be intentional about scope. We need to ask: "What experience are we delivering, and how much time does it honestly need to be great?" Sometimes, the answer is 100 hours. But often, it might be 10. And that's perfectly okay.
Ultimately, it's about giving players awesome experiences, whether they have an entire weekend or just a single evening to spare. After all, isn't the goal to create games that people not only start but are thrilled to finish? I think so.