Is More Than 200 Hours of Kingdoms of Amalur Too Much Reckoning?

Illustration for article titled Is More Than 200 Hours of emKingdoms of Amalur/em Too Much emReckoning/em?

Perhaps proving that you can have too much of a good thing, a recent total completion playthrough of Kingdoms of Amalur: Reckoning clocked in at more than 200 hours, which has the lead designer wondering if maybe they might have overdone it a little.

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One would think more than 200 hours of content would be one of the big selling points of an open-world role-playing game like 38 Studios' Kingdoms of Amalur: Reckoning. Speaking to Strategy Informer at a recent EA event, lead designer Ian Frazier said that even the quality assurance folks that have been playing the game for months and know how to cut corners took more than eight days total playtime to experience everything the game had to offer.

"That means easy difficulty, skip all cut scenes and dialogue, sprint everywhere that's sprintable, fast travel everywhere you can, don't do any combat you don't need to do… that all took around 200 hours, and that was a speed run."

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For a normal player that might seem like a great deal of value. As the Kotaku writer assigned to review the game, it makes my stomach hurt, especially after just finishing up Final Fantasy XIII-2. Luckily for me the main quest in Amalur only runs 30-40 hours.

I'll do my best to finish the core quest, but I can't see myself investing 200 hours in this world, which leads me to think that Frazier might be onto something when he wonders if his team went a bit overboard.

"I think in terms of a selling point – bang for your buck – I think it's great. It should be on the back of the box. But as a developer I have to look at it and think "did we overdo this?" I really don't know."

Reckoning has over 200 hours' worth of content, dev wonders if they overdid it [Strategy Informer]

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DISCUSSION

Clearly 200 hours of play-time is too much. Guys you really screwed up. Allow me to show you how it's done.

Take your main quest. 30-40 hours you say? What the hell is wrong with you? Chop that done to 5-10 hours.

Done that? Good. So... now you have a retail game. You also have 195 hours of additional content. Or as we like to call it... "additional revenue stream generation."

What's that? Should you take the other material off the disk? Feck No! That would require effort. Just make it so player's can't access it without downloading a key first.

Now here's the beauty part... Every week, I want you to release an additional hour of content online. You can charge about $10 for that. You can do that for the next 3.75 years! Talk about revenue generation! You now have a $2,000 game my friends!

And you wanted to sell that for $60? ... Idiots...