
This weekend, I did something I haven’t done since the Obama administration. I started and finished a big budget video game in one sitting. Mafia: The Old Country didn’t demand I forage berries for three hours or craft seven tiers of leather armor before letting me progress its story of Sicilian vengeance. It just handed me a gun, pointed me toward the Don’s enemies, and trusted me to enjoy the ride. By Sunday night, credits rolled with time leftover to do laundry and spiral into existential dread about Monday emails. Glorious.
As a journalist who’s covered this industry since dial up modems, I’m torn between relief and rage. Relief because someone finally remembered that tight storytelling and restrained scope can coexist with triple A production values. Rage because it took this long for publishers to re embrace a format we celebrated for decades. The marketing machinery spent years convincing us that bigger map = better game, tricking us into celebrating technical scale over actual fun. Watching players flock to Old Country feels like witnessing crash dieters rediscovering vegetables.
Here’s what’s quietly revolutionary about Old Country’s approach. Unlike indies creating shorter experiences out of necessity, it flexes every modern graphical bell and whistle. You’ll see individual sweat beads on mobsters’ brows as you duel in moonlit vineyards. But it refuses to pad runtime with radiant quests about collecting pigeon feathers or clearing bandit camps. This isn’t a budget compromise. It’s an aesthetic choice reminding us that even billion dollar productions can respect our time.
Hidden beneath the relief, though, bubbles some delicious industry hypocrisy. For years, executives blamed players for demanding endless content. We got Ubisoft claiming completionists wanted 200 hour games. EA insisting live service models were inevitable. Now suddenly Take Two’s CEO admits shorter games sell. The unspoken truth is that publishers chased engagement metrics over artistry, addicted to microtransaction ecosystems. Old Country’s success proves what we always knew. Gamers wanted quality pacing, not digital labor.
This shift will ripple beyond just tired parents grateful for games they can finish before their kids graduate college. Subscription services like Game Pass thrive on titles with clear endpoints. Finishing games increases turnover, driving players to sample more titles per month. It’s why Netflix doesn’t dump 80 hour movies. Old Country hints at a future where mid tier AA experiences bridging indie and AAA find shelf space again. Think of it as the Return of the 60 Movie instead of another exhausting cinematic universe.
Compare this to gaming’s PS2 golden age, when 12 hour masterpieces like God of War and Metal Gear Solid 3 dominated. We rinsed those discs repeatedly because each playthrough revealed new details in a dense but digestible package. Modern equivalents require doctoral thesis levels of commitment. I once tracked that 87 of Assassin’s Creed Valhalla’s 143 hour runtime involved sailing between question marks on its bloated map. That’s not gameplay. It’s cartographic hazing.
My worry is that publishers might misinterpret Old Country’s lesson. There’s danger they’ll see short equals profitable and start churning undercooked narratives rather than honing focused ones. Length shouldn’t be the enemy when justified. Red Dead Redemption 2’s deliberate pacing worked because every minute served character development. Publishers need knives, not sledgehammers. Trim fat, preserve muscle.
The human impact extends beyond tired gamers. Consider game developers. Creating massive open worlds requires brutal crunch. Teams balloon, costs skyrocket, and workers endure hellish conditions to populate another thousand square miles of digital shrubbery. Focused narratives allow smaller teams working saner hours to create polished experiences. Old Country’s director confirmed development took three years compared to the five plus year marathons common for similar AAA titles. That work life balance difference isn’t trivial.
Parents especially seem thrilled by this trend. A friend told me her teenage son actually finished Mafia in between final exams. Instead of disappearing into Skyrim for weeks, he experienced a complete story arc in manageable chunks. She compared it to letting kids watch a movie versus handing them an entire Netflix series. Short games don’t compete with school, sports, or social lives. They complement them.
Strangest of all, this could help the environmental impact of gaming. Consider the energy waste when millions leave consoles running overnight downloading latest 200GB patches for games they’ll never finish. Or servers hosting abandoned multiplayer modes in dead live service titles. Leaner games mean smaller downloads, less cloud storage, fewer servers guzzling electricity. It won’t save the polar bears, but every byte counts.
As we roll into 2026, I’m cautiously optimistic. Old Country’s sales broke internal 2K records, proof that players will reward restraint. The danger remains that other publishers will declare All Short Games Now before missing the point entirely. This isn’t about arbitrary runtime. It’s about respecting the audience enough not to waste their time. Gaming’s most memorable moments aren’t forged through quantity. They come from a perfectly crafted ten hour saga leaving you breathless, satisfied, and ready to play it again next weekend.
By Thomas Reynolds