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Pacing, tempo and tedious grinds (or: “Short games are good, actually”)

Although my tastes have evolved and my particular interests have changed over the years, I think it’s fair to say I’ve always had more of an affinity for mechanically driven over narrative driven games. Of course, there have been plenty of story-heavy games which I have fallen in love with in large part due to the writing; THE SECRET OF MONKEY ISLAND kickstarted my passion for point & click adventures as a kid, and in more recent years I have sunk hundreds of hours into the YAKUZA games. And I’d probably be lying if I said the narrative and storytelling of DEAD RISING wasn’t a big reason I fell in love with that game, too.

Still, these examples all feel like outliers to me. If I were to attempt listing the aspects of a game that typically draw me in, I’d say it’d be kind of a toss-up between aesthetics, tone/atmosphere and game mechanics – if I enjoy the narrative it’s still usually secondary to one or all of those. Most of my favourite games or series of games are things like STRIDER HIRYU, VIRTUA FIGHTER, PRINCE OF PERSIA, BAYONETTA, BARE KNUCKLE, etc, etc.

Long story short, I tend to favour short-form, mechanically focused (if not mechanically dense) action games. Games which more or less inherently invite repeated play by making the act of playing the game the goal in itself, as opposed to making it to the end of a journey. This all probably informs my long held hot take: more often than not, games are like, way too long, man.

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