Follow TV Tropes

Following

Context Main / ProlongedVideoGameSequel

Go To

1%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1574624478041025800
2%% Please do not replace or remove without starting a new thread.
3%%
4[[quoteright:350:[[VideoGame/LeisureSuitLarry https://static.tvtropes.org/pmwiki/pub/images/walkthroughlengthcomparisonlarry1n2.png]]]]
5%%
6When video games first started coming into their own, how long the game took to finish wasn't much of a concern. In fact, most early games didn't have in-game narratives, or even a defined "end" to the game. Since [[ScoringPoints high scores]] were the only real "reward" for playing, games tended to [[EndlessGame loop over and over until players got tired of playing]], ran out of [[VideoGameLives lives]], or scored so high [[KillScreen the game crashed]].
7
8As video games began their journey from the arcade to the home, games with actual narratives and defined endings started to pop up. However, due to hardware limitations, many of these games were extremely short by today's standards: many could be completed in less than two hours, were it not for the [[NintendoHard high level of difficulty]] and/or [[FakeDifficulty unfair play mechanics]] common to games of that era.
9
10Free of the limitations of the past, however, video game length is a major concern in game development today. Many publishers crow about how their game has "hundreds of hours of gameplay," and it's common practice to make sequels even larger and more involved than the original game. When this happens, you get a '''Prolonged Sequel'''.
11
12Prolonging sequels is done for a number of reasons, such as:
13* It's a good marketing hook: If you liked the first game, wouldn't you ''love'' a game that gives you even more of what you liked?
14* The creative team had an excess of ideas. Sometimes developers have so many new ideas that they want to add to the game, they have to make the game longer just to give you the opportunity to fully experience them.
15* Developers and players alike tend to feel that a sequel should be longer, more content-rich, and more ambitious than the prior entry of the series -- otherwise, what's the point of a sequel if it's just going to feel like an ExpansionPack of [[MissionPackSequel the previous game]]?
16
17While a longer game is typically considered a positive by most people (if only for the perception that they're getting their money's worth), not all Prolonged Sequels come by their newfound length through an abundance of new content. Rather than come up with innovative ways to keep players engaged, it's become common for certain genres (most notably [[MobilePhoneGame mobile phone games]], [[MassivelyMultiplayerOnlineRolePlayingGame MMORPGs]], [[WideOpenSandbox Sandbox Games]], and "Games as Service" titles) to load up their games with [[LevelGrinding excessive]] and [[MoneyGrinding endless]] [[StatGrinding grinding]], [[TwentyBearAsses busywork]], FakeDifficulty (with or without {{Microtransactions}}), [[LootBox lootboxes and/or gambling mechanics]], and [[FakeLongevity other ways of artificially increasing completion time without actually providing new content or interesting objectives]].
18
19Sister Trope of SequelEscalation. Can result in an EvenBetterSequel, or at least a SurprisinglyImprovedSequel. Depending on the original game, may or may not involve a SequelDifficultySpike or a SequelDifficultyDrop.
20----
21!!Examples:
22[[foldercontrol]]
23
24[[folder:Arcade/Action Games]]
25* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' (Japanese) or a still massive 36 (NTSC/PAL) levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear. In fact, despite having the most levels by far, Japanese ''Electrosphere'' doesn't even have more maps than a normal ''AC'' game per route.
26* The initial Early Access release of ''VideoGame/HadesII'' already had more levels, bosses, characters, upgrades, and content in general than the final version of ''VideoGame/{{Hades}}''. Both games have four Underworld areas, but the sequel's first version also has a second route where you explore the surface world, adding two more full areas and boss fights on top of that.
27* ''VideoGame/MetalSlug'':
28** ''Metal Slug 3'' has five missions compared to six in the previous games, however, each mission has multiple routes that can increase the length to finish. The final mission has only one route, but it's full of lengthy autoscrollers, massive enemy waves, and multiple bosses, all of which can take longer than the previous four missions combined [[note]]For a more direct comparison, the final mission of ''Metal Slug 3'' is almost twice as long than the entire first ''Metal Slug'' game[[/note]]. Doesn't help when a majority of [[IncrediblyDurableEnemies enemies are bullet sponges]]. This is worse in the [[PortingDisaster Western original Xbox port]] where losing all lives takes the player back to the beginning of the mission rather than on the spot.
29** ''[[VideoGame/MetalSlugMissions Metal Slug: 1st Mission]]'' increases the number of missions to 17. Some of these missions are accessed by either screwing up in the vehicle missions or finding secret exits. ''Metal Slug: 2nd Mission'' increases the amount to ''38''. Like its predecessor, some missions are based on the player's performance and others are exclusive to the playable characters Gimlet and Red Eye. Unlocking the third character Tequila requires the player to complete every mission.
30* Games in the ''VideoGame/NotebookWars'' series range between 13 to 20 levels. ''Notebook Wars Ultimate'' has 100, and all of them are still playable on three difficulty settings with three stars to earn for each.
31[[/folder]]
32
33[[folder:Action-Adventure Games]]
34* The ''Franchise/AssassinsCreed'' games. Especially the second one compared to the first. It added {{Sidequest}}s, dungeons, equipment, factions and had a longer story. The world was also bigger.
35* ''VideoGame/GrandTheftAuto'' has increased in size with each game:
36** ''VideoGame/GrandTheftAutoIII'' had three islands, various mission threads in addition to the main story, and collectible packages.
37** ''[[VideoGame/GrandTheftAutoViceCity GTA: Vice City]]'' was a little bigger geographically, with some added video/audio capability and more nuanced gameplay.
38** ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' made the sandbox factor HUGE and increased the length even more, and topped off what the game engine could handle.
39** ''VideoGame/GrandTheftAutoIV'' brought in a new engine, a much larger Liberty City, and a darker, more realistic storyline (insofar as one man surviving multiple gunfights against multiple opponents all by himself is at all realistic).
40* Some ''Franchise/TheLegendOfZelda'' games were designed with this trope in mind:
41** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, tied with ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' for having the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.
42** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has the same amount of dungeons as ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (nine), but the main quest is overall longer due to the exploration of the Twilight segments, the horse track battles, bigger landscapes, the dungeons themselves being longer and more maze-like, and other factors. In fact, prior to the game's release, Nintendo had advertised it by highlighting the longer campaign as one of the two major selling points, along with the DarkerAndEdgier story.
43** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is larger than all the other previous ''Zelda'' titles ''combined''. While it only has five dungeons, the world is enormous to the point that the [[NoobCave starting area]] is as large as the ''Twilight Princess'' map, and there are tons of sidequests, over a hundred mini-dungeons and an endless list of collectibles. The following [=DLCs=] added even more content.
44* ''VideoGame/{{MDK}}'': You play as Kurt, a janitor wearing an untested Coil Suit, in a game spanning 5 levels. The sequel to this game has you playing as Kurt, Dr. Fluke Hawkins and Max/Bones, and this one spans at least 10 levels (not counting the fact that the game lets you choose which of the three to play, allowing you to finish the final level in a different and get a different ending)!
45* ''VideoGame/MetroidPrime2Echoes'': The game is noticeably bigger and longer than its predecessor, ''VideoGame/MetroidPrime'' (and is also longer than the succeeding ''VideoGame/MetroidPrime3Corruption''). Not only are the main regions of Aether larger and more maze-like than those of Tallon IV, but the majority of individual rooms and areas have each their own equivalent in Dark Aether, so you have to explore almost twice as much terrain as you did in the first adventure. The boss battles are much longer as well, and there's a larger amount of collectibles (114, when combining the total of 18 Keys used to open the temples of Dark Aether with the 96 standard pickups[[note]]the completion percentage is then filled with the obtainment of the Luminoth language translators[[/note]]) as well as a more extensive catalogue of scannable log entries.
46[[/folder]]
47
48[[folder:Fighting Games]]
49* Entries in the ''VideoGame/PunchOut'' series have become progressively longer over the decades.
50** The three arcade games, ''Punch-Out!!'', ''Super Punch-Out!!'', and the spin-off ''VideoGame/ArmWrestling'' had only 5-6 opponents apiece.
51** The NES game features a whopping 10 opponents (plus 3 rematches, for a total of 13 fights) faced in three circuits, with a 14th challenger added for the Western versions serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
52** In the SNES sequel, there are 16 challengers across four circuits -- the most unique fighters of any ''VideoGame/PunchOut'' game.
53** The 2009 Wii version has only 13 regular opponents, but each is fought a second time in completely remixed (and much harder) fights in the newer Title Defense mode. Additionally, a secret 14th challenger can be found in the [[ArrangeMode Last Stand Mode]], making for a grand total of ''seven'' circuits in story mode. Then, of course, there's Exhibition mode, which allows players to fight any previously defeated fighter individually to complete special challenges and unlock extra content. Finally, there's a super-secret mode within Exhibition for further challenge (though it requires players to endure through Last Stand long enough before three defeats to be unlocked, and it's subject to being potentially a PermanentlyMissableContent).
54* The ''VideoGame/SuperSmashBros'' games started from humble beginnings, but the series' character roster has expanded wildly with each new entry:
55** ''VideoGame/SuperSmashBros64'': 12
56** ''VideoGame/SuperSmashBrosMelee'': 26
57** ''VideoGame/SuperSmashBrosBrawl'': 39
58** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'': 58 (51 in the base game, 7 as DLC)
59** ''VideoGame/SuperSmashBrosUltimate'': 88[[note]]Counting Echo Fighters and all three of Pokémon Trainer's Pokémon as separate characters[[/note]] (76 in the base game, 12 as DLC)
60** Furthermore, the single-player "Adventure" modes of the games have likewise grown. ''Melee'' has a 12-stage Adventure mode that can be played with each character. ''Brawl'' has "The Subspace Emissary," a ''huge'', sprawling single-player mode with 31 stages that involves all of the playable characters and features different kinds of gameplay. Finally, ''Ultimate'' has "World of Light," an utterly ''massive'' ''Smash''/board game hybrid that can take hours to complete, but it allows you to unlock characters and Spirits along the way.
61** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of grinding to unlock, even in the best-case scenario.
62[[/folder]]
63
64[[folder:First Person Shooters]]
65* ''VideoGame/DoomEternal'' has the same amount of levels as its [[VideoGame/Doom2016 predecessor]], but ups the ante by having said levels be significantly bigger and having additional side challenges to complete. This is on top of having a hub in between levels. With the two-part Ancient Gods DLC included (which Doom 2016 only had for its multiplayer), the game is 6 levels longer.
66[[/folder]]
67
68[[folder:Miscellaneous Games]]
69* ''VideoGame/{{Glider}}'': The original game's scenario was a single hallway of 15 rooms. "The House" of ''Glider 4.0'' has 62 rooms. ''Glider PRO''[='s=] main scenario, "Slumberland," has hundreds of rooms spread across multiple buildings and outdoor environments.
70[[/folder]]
71
72[[folder:Platform Games]]
73* ''VideoGame/BanjoKazooie'':
74** ''VideoGame/BanjoTooie'': Despite having one level less than the first game, it is notoriously longer (and more difficult) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]].
75** ''VideoGame/BanjoKazooieNutsAndBolts'': The game is bigger than its predecessors as, despite having only five regular worlds, there is a '''ton''' of content in them as well as in the HubLevel (there's now a total of 131 Jiggies to collect, for example); it's also to be expected considering that it's a vehicle-focused game.
76* ''VideoGame/CastlevaniaIISimonsQuest'' introduces a much larger world than the previous game, ''VideoGame/{{Castlevania}}''. There are different paths, and different objectives, which contrasts with the previous game's "defeat a boss, then move on".
77* The ''Franchise/SonicTheHedgehog'' franchise has a few examples:
78** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this further, with twelve main zones, all of which are MUCH bigger in size and scope than the previous games, and even had to be DividedForPublication due to its size.
79** As ''VideoGame/SonicMania'' is meant to be a true sequel to the Genesis-era ''Sonic'' games, it features twelve zones, eight of which were from previous games in the series, and four of which were new at the time. The ''Plus'' expansion pack takes this one step further by adding an extra one-act level in Encore Mode, [[VideoGame/Sonic3AndKnuckles Angel]] [[PalmtreePanic Island Zone]], where Sonic rescues Mighty and Ray.
80* ''Franchise/SuperMarioBros'':
81** ''VideoGame/SuperMarioBros3'' repesents a massive length upgrade compared to its three predecessors (''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBrosTheLostLevels'' and ''VideoGame/SuperMarioBros2''), featuring 90 levels. While it's balanced out by the fact that most of them are fairly short (''VideoGame/SuperMarioWorld'', the follow-up, has around 73 levels but the game is still around the same length because most of them are much longer and some have to be replayed to unlock the secret exits) it's still one of the longest platformers on the NES, enough so that one of the biggest complaints people had at the time is that there was no way to save the game (''VideoGame/SuperMarioAllStars'', ''Super Mario Advance 4'' and emulator save states have since mitigated that, at least.)
82** ''VideoGame/SuperMarioBrosWonder'' represents the largest increase in level quantity for a 2D ''Mario'' platformer since ''Super Mario Bros. 3'', with 131 levels. In comparison, its direct predecessors (the ''VideoGame/NewSuperMarioBros'' games) have a rounded average of 80 levels each.
83** ''VideoGame/SuperMarioMaker2'' has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56[[note]]68 in the Coursebot, as neither the 8 sample levels unlockable via making and editing levels nor the 4 NWC courses are available in the 10 Mario Challenge[[/note]] (though the 3DS version rose the amount to 88[[note]]100 in the Coursebot, as World 19 is exclusive to that part of the game[[/note]]).
84[[/folder]]
85
86[[folder:Puzzle Games]]
87* ''VideoGame/ChipsChallenge'': The original game is already very long, with 149 levels. Then came ''Chip's Challenge 2'' with a whopping ''200'' levels, and many of them have a more complex design due to the larger number of setpieces to deal with. This is also reflected in their respective fan sequels: The four Level Packs built upon the engine of the first game have each 149 levels, while the fan sequel to the second game bumps the total to 200.
88* ''VideoGame/{{Portal|1}}'' was initially treated by Creator/{{Valve|Corporation}} as an experimental BottleEpisode; a short, but sweet experience that was part of The Orange Box, a compilation also including ''VideoGame/HalfLife2'' and ''VideoGame/TeamFortress2''. Once ''Portal'' ended up [[SleeperHit a surprise favorite]], Valve invested a bigger budget and more personnel onto the sequel, ''VideoGame/Portal2''. Due to featuring a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) as well as scripted story beats, it's about three times as long, consisting of more levels to give all the content room to breathe.
89[[/folder]]
90
91[[folder:Racing Games]]
92* ''VideoGame/MarioKartSuperCircuit'' has 40 tracks (20 new tracks, and 20 rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have only 20, 16 and 16 respectively. ''VideoGame/MarioKartDS'' brought back the idea of NostalgiaLevel cups, this time including retro tracks from all of its predecessors, ramping the amount to 32 tracks. This has been a steady amount for the following games until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the Platform/NintendoSwitch) provided another major bump for a total of '''48''' tracks. The port's own DLC aimed to increase the number yet again, this time clocking at ''96'' courses.
93* ''VideoGame/NeedForSpeed'':
94** Early games mostly focused on arcade-like gameplay and the fantasy of racing super cars. But with subsequent entries like ''VideoGame/NeedForSpeedMostWanted'' and ''VideoGame/NeedForSpeedHeat'', this trope comes into play.
95** The first ''Underground'' introduced the concept of street racing and tuner car culture into the city, but the sequel ''Underground 2'' expanded them with more gameplay options such as free-roaming and extensive customization beyond the bodykits and performance parts.
96* ''VideoGame/SonicRoboBlast2Kart'' features 65 tracks that you can play through either multiplayer or a time attack mode. Its sequel, ''VideoGame/DrRobotniksRingRacers'', has a grand total of ''152'' tracks, which you can now experience through a full-fledged Grand Prix in addition to the existing modes. The game also includes a boatload of unlockable content to further extend playtime, unlike its predecessor which has almost all of its content available from the start.
97* The first ''VideoGame/WanganMidnightMaximumTune'' game has 60 stages in Story Mode, which is needed to full-tine your vehicle. ''Maximum Tune 2'' ups the number of stages to 80, and ''Maximum Tune 3 Deluxe'' ramps it up to ''100''.
98[[/folder]]
99
100[[folder:Real-Time Strategy Games]]
101* ''VideoGame/{{Pikmin}}'': [[VideoGame/Pikmin2001 The first game]] has players collect thirty ship parts on a thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
102* ''Videogame/{{Starcraft}}'': The two campaigns for each race in the original game and its expansion ''Brood War'' had ten missions each, with the exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
103[[/folder]]
104
105[[folder:Role-Playing Games]]
106* The first ''VideoGame/ArcTheLad'''s main story takes about 10 hours to complete on average; ''Arc the Lad II'', however, can take up to ''five times'' as long at about 50 hours for the main story alone.
107* In ''VideoGame/DragonQuest'', ''VideoGame/DragonQuestI'' just featured one hero, ''VideoGame/DragonQuestII'' had three, and ''VideoGame/DragonQuestIII'' had four that the player could customize with name, gender, and class. The series has since stabilized with a four-man party, which the player could either customize themself or select from around six to eight story characters. The games have gotten longer as well; ''I'' could be knocked out in a few hours but ''VideoGame/DragonQuestXI'' is well over a hundred. Other expansions include things like skill trees and crafting.
108* ''VideoGame/EndlessFrontier'': The first game lasts about under 40 hours. The second lasts around 60, and it has sidequests, unlike the first game.
109* ''VideoGame/EpicBattleFantasy'': Each game in the main series is larger than the last, with ''VideoGame/EpicBattleFantasy3'' being an especially large leap from [[VideoGame/EpicBattleFantasy2 its predecessor.]] The first two titles only consisted of set waves with enemies, a handful of cutscenes in-between, and shops midway through the game. The third game adds an overworld with five full-length areas[[note]]Counting waves before a major boss fight as an "area," the first two games only have three each[[/note]] and changes the format to be more in-line with a traditional RPG, with sidequests, ItemCrafting, leveling up, and much more equipment. Almost every enemy from the first two games is also present in the third, and many more are introduced. It can take longer to beat ''3'' than ''1'' and ''2'' combined, even when ignoring the optional content in the former.
110* The first five mainline ''VideoGame/EtrianOdyssey'' games have each six strata, while the ''Untold'' remakes of the first two games add one more for a total of seven. ''VideoGame/EtrianOdysseyNexus''? It has ''fourteen'', as it not only has its own strata but also brings back many familiar ones for being a MegamixGame.
111* ''Franchise/FinalFantasy'':
112** While the main stories of ''VideoGame/FinalFantasyVI'' and ''VideoGame/FinalFantasyVII'' are roughly similar in length, the extra space provided by the Platform/CompactDisc format enables ''VII'' to have far more in the way of extra content, with the game taking significantly longer to beat than its predecessor when taking sidequests and other extras into mind in both titles (even when you're not getting SidetrackedByTheGoldSaucer). Given that ''VII'' was designed as a way to flex the wider capabilities of CD-ROM technology compared to traditional cartridges, to the point where it needs three discs to store everything, this is most definitely an InvokedTrope.
113** ''VideoGame/FinalFantasyXII'' is notoriously longer than previous games in the series, having longer dungeons, and a ton more side-quests.
114** Of the ''Franchise/FinalFantasy'' games for the SNES[=/=]Super Famicom, ''VideoGame/FinalFantasyIV'' had roughly 12 hours of gameplay, and ''VideoGame/FinalFantasyV'' and ''VideoGame/FinalFantasyVI'' were significantly longer.
115** ''VideoGame/FinalFantasyVIIRebirth'' is ''much'' lengthier and larger in scope than ''VideoGame/FinalFantasyVIIRemake''. While ''Remake'' focuses solely on expanding the Midgar section of ''FFVII'', which takes up a quarter of the game's first disc, ''Rebirth'' does the same to the rest of the first disc, meaning it contains triple its predecessor's content. To give you an idea, Platform/PlayStation5 game discs can contain 100 GB worth of data, yet ''Rebirth'' still requires two discs to play (''Remake'' also requires two discs on the Platform/PlayStation4, but it is a single-disc game on the [=PS5=]).
116* ''VideoGame/GoldenSunTheLostAge'' is the direct sequel to ''VideoGame/GoldenSun''. While the first game has an average completion time of [[https://howlongtobeat.com/game/4000 22 hours]] (if you only bother with the main story), the sequel clocks in at [[https://howlongtobeat.com/game/4002 about 31h 30min]], nearly ten more hours. Makes sense, as the first game occurs in an (admittedly dense) area that takes up less than 1/4 of the world, while the rest of it opens up in ''The Lost Age'' and has several worldwide fetchquests that are mandatory to progress. The third entry in the series, ''VideoGame/GoldenSunDarkDawn'', scales back a bit and lasts [[https://howlongtobeat.com/game/4001 around 27 hours]], halfway between the previous two.
117* The ''VideoGame/MarioAndLuigi'' series. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
118* ''VideoGame/Persona2'': In both the original versions and the PSP remakes, the second part of the [[OneGameForThePriceOfTwo duology]] ''Eternal Punishment'' is much longer than its predecessor, ''Innocent Sin''. ''Eternal Punishment'' has two alternative storylines halfway through the game (meaning that you must play both in different playthroughs to get the full picture), three extra optional dungeons, a BonusDungeon that is only available in NewGamePlus, and in the PSP remake, a huge segment that runs parallel to the normal game. The whole thing means that you can pour over 100 hours into ''Eternal Punishment'', while ''Innocent Sin'' takes around 50 to finish.
119* ''VideoGame/PokemonGoldAndSilver'' (and by extension ''Crystal'') is slightly more than twice the length of ''VideoGame/PokemonRedAndBlue'', since it features the entire region that ''Red'' and ''Blue'' was set in, as well as a brand new one for ''Gold'' and ''Silver''. Although later games tend to be longer than ''Red'' and ''Blue'', they're likely less extensive than ''Gold'' and ''Silver''.
120* ''VideoGame/TheLegendOfHeroesTrailsInTheSky FC'' features a prologue, 4 chapters with the last being significantly longer, and several sidequests with collectables, recipes, and 8 playable characters. Realistically, the game can be completed in 45 to 60 hours. ''SC'', on the other hand, has a prologue, 9 chapters with 3 particularly long arcs among them, twice as many collectable books, a plethora of sidequests, 5 additional party members, a far longer and more in-depth plot, and significantly more challenging boss battles. The game can take anywhere from 60 to 90 hours to complete.
121[[/folder]]
122
123[[folder:Shoot-Em-Ups]]
124* A full run of ''VideoGame/{{Gradius}} IV: Resurrection'' can take about 35-40 minutes, assuming no deaths. ''Gradius V'' takes ''an hour and a half'' per loop.
125* The original ''VideoGame/TigerHeli'' takes about 15-20 minutes to complete its four stages, depending on how many times the player died and had to respawn back at a {{Checkpoint}}. Its sequel ''VideoGame/TwinCobra'', on the other hand, can take about ''45 minutes'' to clear its ten stages, and that's if you either [[NoDamageRun no-hit]] the Japanese version or play the Western version (which doesn't use checkpoints), with runs possibly taking over ''fifty'' minutes if one has to keep respawning in the Japanese version.
126[[/folder]]
127
128[[folder:Visual Novels]]
129* ''Franchise/{{Danganronpa}}'' has this as a tendency among the main games, with each game being considerably bigger and longer than the ones prior. This reaches its peak in ''VisualNovel/DanganronpaV3KillingHarmony'', in which the first trial alone can last up to three hours, not counting the rest of the chapter.
130* ''VisualNovel/ParadiseLost'', the first novel in the ''VisualNovel/ShinzaBanshoSeries'' clocks in at about 30 hours to read through all the way to the end. This is in stark contrast to it's followup, ''VisualNovel/DiesIrae'', which is an 80+ hour behemoth start to finish. And that's before getting into the side stories that are included as well.
131* Cases in the ''Franchise/AceAttorney'' series have generally gotten longer and more intricate over time, with later games having mid-game cases of comparable length to final cases of earlier games. Naturally, this results in longer games overall. The final case of ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'' on its own is approximately the same length as the entirety of the original ''VisualNovel/PhoenixWrightAceAttorney'' (excluding "Rise from the Ashes", which was added in an UpdatedRerelease).
132[[/folder]]
133
134[[folder:Wide-Open Sandbox Games]]
135* ''VideoGame/LegoIsland'' was basically a very simple WideOpenSandbox game, set on a very small island, hosting 5 missions for each of 5 characters. ''LEGO Island 2'' reduced the number of playable characters to one, and increased the linearity, but the payoff was that the game could be much larger and more structured, featuring several different islands that could be visited and explored to varying extents.
136* ''VideoGame/DragonQuestBuilders'' was made up of 4 self contained chapters. ''VideoGame/DragonQuestBuilders2'' has the four main chapters (which are significantly larger than in the ones found in the first game), and an ongoing plot on the main island in between them, and an extra mini chapter thrown in as well. All in all, the main story is around twice as long.
137[[/folder]]

Top