awalterj: The never-ceasing random battles contribute towards bloating FF6's playtime in a major way [...]
dtgreene: Actually, they do eventually cease; once you get Mog in the World of Ruin and the Moogle Charm, encounters cease as long as you have it equipped. (Note that this will only help one party in multi-party dungeons, however.)
Sadly not available for most of the game, would be awesome to have this the whole time so that random battles would be a choice throughout the game. Then again, people would just run past any low level areas and powerlevel in higher level areas which would considerably shorten the game, analog to restarting Chrono Trigger where you can get seriously OP - but there it makes sense because you just want to go and experience alternate endings and not spend the same amount of time as for the first playthrough.
dtgreene: Also, my main annoyance with FF6 isn't the random encounters, but rather the story sequences, which are way too common and drawn out. Chrono Trigger, by contrast, keeps its story sequences short and too the point.
If you don't like lengthy story sequences then FF6 obviously isn't an ideal game for you to play (FF7 even more so) but that's personal preference, not a flaw in design. Personally, I very much enjoyed the lengthy dialogues because it really fleshes out the more important characters and their backstories, to a larger degree than in Chrono Trigger. Chrono Trigger keeps things lighter which is perfectly fine but I found the deeper characterization in FF6 more memorable. And I thought it was entertaining and immersive, if I wanted pure active gameplay I would choose a strategy game over an RPG or adventure 9 times out of 10 anyway. RTS, TBS, managerial, anything really.
Drawn out storytelling is quite common in Japanese comics/animation, and even though it's often a gratuitous kind of drawn out that seems to "offend" Western story pacing sensibilities, I prefer the drawn out style. It interestingly feels way more organic to me because it doesn't have that "edited down to maximum efficiency" feel and doesn't follow a clearly noticeable structure like Shakespeare or the Greek classics. I can get more easily immersed if there is less obvious story structuring and more rambling and random stuff and everyday bits and pieces. Characters eating a pineapple in Yesterday only, things like that. Chrono Trigger doesn't do too much of that and feels more compatible with Western style storytelling. Just my observations.
dtgreene: The only major issue I have in Chrono Trigger is a mandatory minigame where you can't continue unless you mash the A button. That one minigame makes me dread replaying the game, and is an example of how a single bad part of a game can hurt the game as a whole.
Such annoyances exist in many games, it always comes down to your personal pain tolerance. In Unmechanical, I encountered one aggravating twitch-based puzzle that I almost couldn't get past, it was most likely bugged on my system because the game didn't behave remotely the same way when I checked out that part in various playthrough videos. At that point, I was ready to quit and if I'm generally not having fun with a game then something like that is the last straw. It comes down to a 0 or 1 decision, continue or quit. In Unmechanical, I decided to suffer through that part because I loved the rest of the game but in most other games it would have marked the end - another game for the abandoned pile. I'm glad I didn't do that to Unmechanical because it's a lovely game till the end.
awalterj: The never-ceasing random battles contribute towards bloating FF6's playtime in a major way without adding content so while FF6 does have more total content and takes 50% longer to complete than Chrono Trigger, FF6 doesn't have 50% more content.
Sarisio: I agree that CT is bigger than FF 6, but it isn't because of random battles. To be honest, I never was under illusion that FF VI was a big game. FF VI ends abruptly, all of a sudden you are on road to final dungeon. It feels like the whole World of Ruin was rushed, and World of Balance didn't have much content at all.
I'm glad those final parts weren't longer, at that point in the story there was enough told, Kefka already maxed out his douchebaggery and there was no need to pull a "can't resupply during long final extremely hostile descent à la FF7". The final fight against Kefka is massive enough so there was no need to force the player's presence in those rather drab last couple stages for longer than necessary. Once you have gathered everybody, might as well get down to business SWAT team gogo boomboom finish.
awalterj: The 25 hour mark seems to be a magical sweet spot up to which point RPGs games remain fresh and don't overstay their welcome and Chrono Trigger ends around that mark, perfectly timed.
Sarisio: Where this "25 hours" comes from? Good games are played for hundreds of hours, MMOs are played by some for thousands of hours :)) That "25 hours" is a weakness of heavily story-focused games. Especially when some of those include whole hours of cutscenes - I mean FF IX puts you through whole hour of cutscenes before finally letting you go into newbie forest. Only to end up in Dali with like another 30 minutes of cutscenes, a bit of fighting and another half-hour of cutscenes. In this case even 25 hours will be really stretching it, indeed, as you can participate in passive gameplay only so long. Heck, the whole battle opening was like cutscene on its own.
It's a custom theory, I audaciously made it up based on my own experiences and hearing from other players.There is no exact number and it varies from game to game but 25 hours seems to be the max on average for any game to remain fresh, it can continue to entertain for several times as many hours but the curve will flatten out. Naturally, not everyone will experience this in the same way. I've spent considerably more time with some games but past that +/- 25 hours mark, something changes. It affects pretty much every game I ever played, including Baldur's Gate 1 & 2 which take a lot longer to finish. But after about 25 hours, they too lose momentum and I'm becoming more and more aware of repetition. Addiction can disguise itself as immersion for a lot longer, this was the case with Daggerfall which became repetitive a lot earlier than 25 hours into the game but I spent decidedly more than 100 hours with the game, no idea how much exactly.
100 hours is another time mark that I rarely ever passed, I hardly see a point to spend time with any game beyond that mark. Not for singleplayer anyway. Of course there are games that are very pliable and allow for hundreds of hours of experimentation and challenge but that's min-maxing and over-obsessive in my book, nothing that I would personally enjoy. On the contrary, I consider it a royal waste of precious living time, a very limited resource. On a rare occasion, there might be a game worthy of 100 hours and somewhat above but nowadays, I'm done at around 30 hours max and I don't care if I didn't click on every blade of grass in the game.
That is of course entirely subjective and what appears as OCD to me might feel normal in the mind of someone else. I prefer starting many new games and getting to know them up to the point where they are no longer fun and interesting and start feeling like a chore instead. Continuing past that point seems to me like admitting that one doesn't have anything better and more worthwile to achieve in life meaning one tries to find a sense of achievement by finishing a game, either that or some kind of ego stubbornness to which I fall prey to more often than I like, especially with adventure games that try to make me feel stupid (let's admit it, we all feel like that...) - so that would automatically turn into a negative thing in my mind. I also look at it that way when I see other people spending too much time on games but ultimately it isn't up to me to judge them, nor would I care to.
I'm well aware that RTS multiplayer is a never-ending challenge and you can keep perfecting your skills for hundreds and thousands of hours, especially if someone is a professional gamer (a horrible nightmare to me, I feel bad for anyone in that position as the commercialization of any passion can cause immense pressure, the bad kind).