PC Gaming Too Short

PC Zone takes a look at the shrinking playing times of PC games, making the argument that content should determine length and not vice versa. This piece claims to be about PC games, but I'm not sure how it doesn't apply to all games. BioShock is the leading example of how to do it right.
Ultimately, content should determine length, rather than the other way around. This was a mantra that the BioShock team kept in mind.

"We did not arbitrarily add content to inflate our game's length," says Gardner. "It's a sin to create a generic, repetitive experience just so you can write 'Over 40 hours of gameplay' on the box."

Despite a few miffed punters, who wanted more Bio-bang for their buck, it is worth remembering that the game dwarfed System Shock 2 in content.

"Putting aside all the polish and custom events, the sheer size of BioShock's maps are probably twice the size of SS2," continues Gardner. "We knew early on that we wanted to make a much faster, more intense experience than SS2. This meant that the spaces had to be much larger to support the combats. To put it simply, the fights with the Big Daddies would not have been possible on the Von Braun."

Perhaps the biggest concern over shrinking games surrounds RPGs. Where are the 100-hour RPGs of yore? MMOs come to the rescue here: "Tabula Rasa has a couple of hundred hours of baseline content if you are just running to reach the initial level cap of level 50," says Garriott. "Plus every few weeks we add more content, more missions, more maps, more features, so it is growing all the time."