We had six players at Neil's this past Thursday evening for the game night. That is a tough number for splitting into two groups, so we elected to play one game. With four individuals strongly in support of
Dune we settled down to play this excellent, if long, game. Ahead of time we agreed to 11:00 P.M. as a cut-off time. As it turned out there was general agreement at that time to play one more turn, which ended around 11:30.
We had spent three (very enjoyable) hours playing ten out of the fifteen turns of the game. With rules explanation the game can last about five hours. This particular game has a sudden death ending, and I actually have rarely seen it last the full time, but this session looked like it may be heading that way.
Afterwards there was much discussion of whether the length was a drawback, methods for shortening the game, and so forth. As an aspiring game designer this interests me greatly. Is the length of this game an artifact of the systems in it? Does it merely reflect a different time in the hobby, when players expected to sit down for longer at gaming session? Is it a necessary piece of the design that allows players to confront each other early and hold grudges until later in the game? In short, if you could shave the game time to be half as long would it be an improvement?
I'm not someone who believes that there is an ideal length for all games.
Some last entirely too long at thirty minutes, while
others are a great deal of fun whether they last for two hours or four. There are
other games that I have grown to dislike specifically because they could last five minutes or an hour, and I don't want to be stuck on those occasions that they last an hour.
I have come to the conclusion that there are different game types that fit into the time available. It is often the longer games that allow for more of a story to be told, and for a greater feeling of history within the game to be developed by the players. These are exactly the sort of games I find I especially like. As a result, I'd advocate against trying to keep games short merely for the sake of fitting in a time slot. That smacks too much of the
formula that led to the television sitcom.