Three Hours? Why?
At GDC I did an interview for Unwinnable.com. Unwinnable is a great site, by the way! You should like them and read them.
Anyway, I shared the interview on Twitter and my esteemed thought colleague Hamish Todd asked me if I really only ever play beat 'em ups for 3 hours before never touching them again. Then he said that he'd love to know why that is. It's a good question and I'm going to answer it!
The beat 'em up has a very very traditional (ugh) game structure that has been firmly in place since their inception in the arcade environment in the mid 80's. It's very linear, requires no mid/long term tactical planning, and is very difficult. It's also tremendously satisfying, and for a handful of key beat 'em ups; very fulfilling when mastered. This made perfect sense in that environment when a single arcade machine was competing for your attention in a giant room full of interactive spectacles. Once the game got your attention (and your quarter) it was their job to be so difficult and ornery that only the committed could pound their way through its content (requiring lots and lots of quarters), but so fun and easy to pick up that everyone wanted get their hands on it, regardless of how well they may or may not do (which also meant lots and lots of quarters).
Cue to almost 30 years later, and this basic formula hasn't changed. On one hand (as an artist) it sort of blows my mind, but on the other hand (as a gamer and human) I understand that if something isn't broke you don't fix it. This game structure has been an acceptable vehicle of thrilling game violence for a long time and continues to be successful because people aren't there for the game structure, they're there for the thrilling game violence. And designers know this! It's why the modern beat 'em up has highly evolved combat, but game structures that have not changed mechanically in any major way; run into a room, fight monsters; run into a room; fight monsters; run into a room; fight monsters; rinse and repeat ad infinitum. As a 28 year old gamer who has been compulsively playing beat 'em ups since I was sub 5 years old, I'm bored to death of this formula.
But what about the white hot combat on the inside of these games? Well it tends to be so white hot that I'm always reduced to working my way through the trite narrative in order to experience it. I don't WANT to do this, but unfortunately, beat 'em ups don't offer a simpler, structureless combat experience I can opt into from the start*, so wanting to sit down and experience the combat of just about every beat 'em up ever made means I've got to wade for X minutes through this highly tedious game structure in order to enjoy it, and those minutes add up! As a result, I tend to give these games just enough time to break open the combat and sniff out the gold. This is the reality of the three hour beat 'em up.
*The one exception to this rule is the Bloody Palace found in Devil May Cry 2+. This is a great start because it lets you get in and get your hands dirty without slogging through menus and narrative, but is such an inflexible game experience that non-purists are simply not engaged. We can do much better than this!
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Hamish
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Jorge Garcia
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Victor Borges Angelo