Kingdoms of Amalur: Reckoning Devs Wonder If 200 Hours Of Content Is Too Much
We’ve long known that Kingdoms of Amalur is going to be big. The action RPG has frequently been described as a cross between God of War and Oblivion, and that guarantees a lot to do. But even with that in mind, the true scope of this game is a little surprising. In an interview with Strategy Informer, Kingdoms of Amalur: Reckoning lead designer Ian Frazier offered a lot of interesting information Reckoning, all plenty interesting, but the confirmation of its size has us picking our jaws off the floor. How much is in it? Try 10 full days worth. Over 200 hours of stuff to do. And apparently this is on a speed run.
“We recently had a content completion play through about two months ago,” Frazier says. “QA guys, they’ve been playing the game for years, they know all there is to know about it, it’s ins and outs, etc… their goal is to play everything. Do every quest, every dungeon, everything possible, but as fast as possible. 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. For a normal person, it’ll be way more than that.”
That is… a lot of content. But is it too much? “The other side of that,” Frazier said, “is ‘how much content in general is too much?’ – I don’t have an answer to that. It’s a question I ask myself regularly as we got to the end of this game and thought ‘my god, did we make it too big?’” I think we covered this ground earlier in the week. When even the developers are wondering if something might go a little too far, expect to feel overstuffed. But is this a bad thing? As someone who would gladly keep playing new Mass Effect 2 content – at least until the horrible The Arrival DLC – I think not.
What do you think? Let us know in comments.