Encyclopedia of Opinion
Question
Why is Call of Duty so popular?
Position‹2 of 3›
Call of Duty is popular because of its fast pace
Argument1 of 2›

Short rounds fit the time people actually have

The argument

Proponents of this explanation start from a constraint that has nothing to do with the quality of any game: the amount of uninterrupted time a person can reliably set aside. For most players that time is short and unpredictable, bounded by work, family, study or simply by sharing a household. Proponents argue that this constraint quietly decides which games get played, because a game whose basic unit of play is long requires a commitment the player often cannot make, and the decision not to start is taken before any question of enjoyment arises. A game built around short rounds removes the constraint. The unit of play is small enough to fit a gap of a few minutes, there is a natural stopping point at the end of every round, and nothing is lost by stopping there. Proponents hold that this converts the game from something a player must plan for into something they can do whenever a gap appears, which multiplies the number of occasions on which it is played. The same property makes it easy to resume after weeks away, since there is no thread to pick up. The argument draws a general conclusion. Popularity at scale tends to follow the games that fit around a life rather than the games that ask for a place in it. Proponents hold that the franchise's pace is therefore not a stylistic preference but the feature that made it available to an audience with ordinary commitments, and that the competing explanations, whether in terms of depth or of accessibility, describe properties which matter only once a player has decided there is time to play at all.

Premises

[P1]The amount of uninterrupted time a person can reliably set aside is short and unpredictable for most players. [P2] A game whose basic unit of play is long requires a commitment players often cannot make, so the decision not to start is taken before enjoyment is considered. [P3] Short rounds provide a natural stopping point and lose nothing by being stopped at, so the game fits whatever gap appears. [C] The franchise is popular because its fast pace makes it playable in the time people actually have.

Counter-arguments

Critics note that many games offer short sessions without becoming popular, which makes the property necessary at best rather than sufficient. They also argue that the account sits oddly with how the franchise is actually played, since sessions commonly run far longer than a single round and the short unit functions as an invitation to continue rather than as a stopping point. A further objection is that pace in the sense of fast action and pace in the sense of short sessions are different properties which the argument runs together, and the position claims the first while most of the reasoning supports the second.

Rejecting the premises

[Rejecting P1] Critics hold that the players who account for most hours are precisely those with substantial time available, so the constraint does not describe them. [Rejecting P2] Games built on long sessions have very large audiences, so the claim that length deters players before enjoyment is considered is overstated. [Rejecting P3] The short round functions in practice as an invitation to play another rather than as a stopping point, since sessions commonly run far longer. [Rejecting C] Short sessions and fast action are different properties, and the conclusion claims the second while the reasoning supports the first.