I'm not aiming for a certain length. I'm just going to put everything I want in it and nothing else, and then call it a game. Four hours, thirty, I don't care. Length doesn't make a game good or bad unless it's criminally short and boring like Gone Home or ridiculously overdrawn like Witcher 3.
I guess I'm expecting it to be eight to twelve, but I'm not going to be upset or try to change things if it falls outside that range.
generally I agree, but in terms of fostering relationships with characters in the story -- if it's that kind of game -- there's no replacement for time. The Last of Us wouldn't have been nearly as effective if I didn't spend 17 hours getting to know Joel and Ellie. Even if that time is padding, time is time. My game has elements of that so it could work to my advantage if it's longer.
It's pacing.
How do you feel about it now that you are approaching the finish line, is it looking like you'll achieve what you wanted to with it?
Also, why is there dorito puke on your son?
There's still plenty of work ahead scarily I'll have to bust ass to get it out before 2016 is over, and even then adult swim may prefer to hold onto it until a better release window (not sure if holiday is when they'd want to do it).
Anyway, I don't even know how I feel. I don't know if the game is good, I don't know if I like it, I don't know. It's just this collection of things I've done. I associate most aspects of the game down to individual graphics to what I was thinking the day I created them. It's all disassociated and not seen as one thing but a million things. I am flying by instruments right now, by what I've learned, because I can't see the game as a game really.
the puke is because a girl puked on me and I am now embracing the ridiculousness of these compounded avatar edits by Lili