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Are you looking at total hours or per-player hours? Competitive games like DOTA, LoL, et-al tend to attract players who sink a lot of time into mastery. Hours
by hesdeadjim 10y ago
Are you looking at total hours or per-player hours? Competitive games like DOTA, LoL, et-al tend to attract players who sink a lot of time into mastery.
Hours are also not a good metric for estimating the health and trends of the industry. I spend thousands of dollars a year for both AAA and indie games, and at most I game ~10 hours a week. The most time I've sunk into any single game this year is 80 hours and the average is closer to 10.
- xaa 10y agoMostly total hours, but both. Per-player hours also follow a scale-free distribution within any given game. You are right that some games encourage more time spent than others (I don't know about whether they "attract" a certain type of player). I mean, to even do half the quests in Skyrim would take many hundreds of hours. Another example of a noncompetitive game with high per-player and high total hours is KSP. Also RimWorld and Factorio to a lesser extent. I still think it is a meaningful observation if we see an increasing "centralization" in total hours in a few games. I'm not commenting on whether that's a good or bad thing. If we wanted to measure whether certain games attracted "obsessive" gamers, I guess we would want to look at hours/player/week or something, which I know nothing about. > Hours are also not a good metric for estimating the health and trends of the industry. That is quite true insofar as a player who spends an extra hour without paying extra is not contributing to the economics of the industry. If the gaming industry had their way, I'm sure they would prefer very low per-player-per-game hours, which would encourage more sales. You seem like an ideal customer from their perspective :) But my primary focus is the trends in gamer behavior, not the industry per se, although they drive each other.