The prologue reflects your concern but once the game proper begins, it's an action game through and through. The QTEs and cut scenes are not that much more prevalent than your typical shooter. And The Order is a really good one at that - the weapon responsiveness and feedback is unreal and it's fun experimenting with the variety, even for the guns that appear more par for the course.
I think that's a superficial belief that very few people honestly follow through on. I never touch the multiplayer in series like this that shoehorn it in (like Dead Space, Bioshock, Tomb Raider, The Last of Us) and I suspect most do not either. Nor have I ever felt like alternate endings or characters make as big a difference as people pretend they do.A short campaign isn't necessary a death knell. Do you have multiplayer? Do you have co-op? Are there different endings? Different playable characters? Are there secrets to uncover? All of these elements add value to the product you're releasing.
The whole length argument is pretty obviously facetious: it only makes sense in the context of someone who absolutely refuses under any circumstances to replay games or resell them in the alternative.
Let's be honest here - game length is invariably correlated to recycling art assets and enemy encounters. I'd much rather play a game where every sequence is unique and memorable, which is the concept that The Order succeeded in achieving. There are some parts of this game that are beyond anything we've seen in the medium thus far, moments I did not expect the limited hardware of current gen consoles could accomplish.
Great games are meant to be replayed and I feel sorry for anyone who needs arbitrary incentives to do so. Our free time is precious but the short length makes it less daunting and more likely for me to replay a game again.



					
						

					
					
					
						
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