I think all games that want to cater to people who value their own time (and have no shortage of other things they could be doing) have to try to provide sufficient entertainment-per-unit-time. And I agree that RPGs tend to fall far short of where they need to be. I wish I could speak more definitively on this, as I could if I had a lot more RPGs under my belt, but every time I try one and it too falls short, that just makes me even more wary of investing any time into the next one, so I find myself in my current situation where I own a lot more RPGs than I have actually played.
For the entertainment side of the equation I am convinced that the best way to achieve that, especially if replay value is desired, is good AI. There is just no substitute for good AI. (And for RPGs I do
not just mean tactical combat AI, though the principle certainly holds for tactical combat -- good tactical combat that is interesting, feels fair and has good replay value requires good AI.)
For the time side of the equation there are many things that can (and should) be done, but for RPGs I believe one of the most important features needed is to support the player playing the game at whatever level of detail they want to be playing it at at any given time. E.g., if they want to manually walk around a town, let them. But if they want to just do some trading and would prefer the game simulate the walking around part without them having to watch it or live it in real time, then let them do that. If they want their character to search an entire section of dungeon for secret walls, then let them issue that command and it all gets simulated - for crying out loud don't make the player manually go around clicking on every wall segment to see if it's real or not! If they want their character to keep up their regular training regiment (or whatever regular behaviors the player has set up) but they don't want to actually control their character until a certain date (maybe there's some special spell-casting/ritual date coming up), then the game should support that. If the player wants the game to stop simulating and give back control of their character in certain situations (e.g., this should be enabled by default for dangerous chance encounters - not "random"-as-in-dice encounters, but encounters that actually happen during simulation), then the game should support that. Basically, give the player tools that allow them to focus on the bits they find interesting, and simulate/automate the rest.
all of them real old -school RPGs, with their 30 minute load times
My
Dungeons of Daggorath cartridge loads in, let's see... zero seconds flat. So not all old games had long load times. (I just had that game in mind because it recently came up in Cleve's thread. But it's also true that most of my game library in those days was cartridges. As far as I can remember, the only tape game I ever bought was
Pyramid 2000.)
Record was Telengard, where it took 15 minutes to load the game
Sounds like the C64 - so much of that machine was just... subpar. Tape was only 300 baud. For comparison, a Tandy Color Computer (CoCo) did tape at 1500 baud (making it nearly as fast as the C64 floppy drive).
and then it took him 50 minutes to load his high level character.
That sounds like something was seriously performance-broken in the game's software. Even a C64 shouldn't take that long. Loading all 64KB of RAM should only take 30 minutes tops if done right, and that would cover loading both the executable and the character.
Maybe it was doing a "load, process, load, process, ..." loop. That was one way to make tape on the CoCo super slow because every time you stop loading to do some processing it has to stop the tape motor, and then the next load not only requires spinning the tape motor back up but requires reading (or writing when saving) a new sync/header block (which is basically wasted space on the tape and wasted read/write time). It would still take a lot of such cycles to add up to 50 minutes though. (If each cycle takes at most 4 seconds, that means 750+ start/stop cycles.)
No, you're severely confused about reality.
Your dad did not have the internet we have today providing so many opportunities to spend his time on other things. Nor did he have a modern (2010+) computer and an absolutely gigantic library of other games available to play, many of which provide significantly more entertainment-per-unit-time. If he did, he would not have been regularly wasting 65 minutes of his life just for the chance to play that game.
Furthermore, even back then, when load times were so long, only a retard would sit there doing nothing while the game was loading. Instead you get up and do something else and then come back when it's done. That's a completely different situation than RPGs that require you to remain at the controls the whole time. (Now if a modern RPG was "simulating the world" while your party rested, so that 8 hours of rest takes 30 minutes of real-world time, that could be dealt with the same way as the old loading times - walk away and come back when it's done. Trying to walk away between successive mouse clicks where each click only results in the game doing something for a very small number of seconds though, doesn't really work so well as a time-conservation strategy.)