I mean… what of it?
What’s the point of that discussion point in itself? It has no relevance.
Th campaign is drawn out definitely, I agree, it ‘overstays’ definitely, but that’s related to how it’s set up.
The core of that argumentation is that there is no reason to make something ‘faster’ as the premise of enjoyment is derived from the moment to moment experience. This happens because of several factors, pace of perceived progression, amount of rewards given, how hard it is to make that all happen.
But if you simply argue for ‘why not have it happen quicker?’ then the counter-argument is ‘why not just include a ‘I win’ button to click? That’s the fastest method to finishing’
The task of a game is not to get to the goal but to enjoy the process of getting towards it. This is universally true for all of them. It’s also for stories by the way, the excitement happens during experiencing it, it’s counter-productive to have a ‘There was a guy and he lived well, the end’ to shorten the story.
Shortening has to provide meaning behind it. Better pacing for example. And that is the crux of any problem. If the pacing is well designed then you can have something which is enjoyable for 1000 hours. If the pacing is not enjoyable it gets annoying after 2 hours.
Hence those types of discussion are always about ‘pacing’ and never about ‘finishing quicker’.
Umh… actually it does.
That’s why waiting timers for crafting exists. Or why time-gated content exists. Or filler content. Or long grinds of any kind.
They’re literally there to expand on the time needed to reach the finish line.
You’re 100% right though that those are not allowed to come at a significant (And that’s important to mention, this one word) amount of cost for enjoyment. A mild cost is not only acceptable but actually preferable in many situations. Enjoying something wildly for 5 minutes or enjoying something decently much for 5 hours makes a vast difference. A SP game has no need to draw it out extensively, a live-service game by design though has to, to keep revenue flowing. Which is why live-service games are often so badly received for a reason.
Only if there is reason to return.
If you experienced it ‘in full’ then nothing pulls you back.
The content in LE is prone to easily allowing someone to ‘experience it in full’ if you significantly try to remove the methods which are used to expand the timeframe spent. Those include itemization, walking distances (one of the worst ones though, hence why it feels so bad actually), stacked RNG leading to expanded time needed to be invested and so on.
To counter that EHG would need to have more ‘meaningful grinds’ rather then ‘timewasters’ as the currently do at times.
I can personally say: I definitely would be. I want enjoyment, not efficiency personally. Many wouldn’t be fine with it though 