Not every film needs to be a three-and-a-half-hour-long epic. And not every game needs to last 60 hours. Shorter experiences can lead to better storytelling in this interactive medium.
When the developer knows what they're doing, short games can be just as good, if not better. You could argue that Journey's price, for its length, is equivalent to an eight-hour, full price game. Only I can't think of any such full-price game that created an experience remotely similar to what Journey did. It may well have been no more than two hours, but it's my game of the year, with Gravity Rush currently in second.
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