Balancing the Game: Exploring Time Management in Gaming Addiction

Obsidian, a renowned developer of role-playing games (RPGs), has announced their latest game, Avowed, which they intend “to respect players’ time”. This statement is particularly resonant given the prevalence and implications of what many in Japan call “kotoba no hokori“, a term for bookshelves filled with unread books. Video gaming has its own equivalent: The backlog, an ongoing collection of uncompleted or even untouched games that accumulate over time among console and PC owners alike.

Several websites facilitate the cataloging of these digital “cabinets of shame,” while Reddit support groups offer advice on how to manage and reduce one’s game backlog. This phenomenon is symptomatic not just of a personal habit but also reflects broader trends in the gaming industry. As more games are released each year, particularly major blockbuster titles, they tend to grow increasingly lengthy.

According to some estimates, as low as 10% of players who purchase a game ever complete it. This statistic suggests that longer game lengths might be counterproductive if too many potential gamers become deterred by the time commitment involved. However, is this trend changing?

Larian Studios’ Baldur’s Gate 3 exemplifies this pattern; its charismatic vampire protagonist Astarion will keep players engaged for at least 70 hours. Among the top ten best-reviewed games since 2020 (as ranked by review aggregator Metacritic), five are estimated to require over sixty hours of gameplay to finish. Rhys Elliott, from Midia Research, notes that this trend towards longer game durations has been an “insidious creep.” He uses the Assassin’s Creed series as a prime example: earlier titles took 25-30 hours to complete, while 2020’s Assassin’s Creed Valhalla ranges from 60 to over one hundred hours.

In theory, longer games seem like excellent value for money. However, Rhys highlights that the cost of producing these increasingly lengthy titles has also risen significantly, yet prices charged to players have not increased proportionally. Analysis based on data from major console makers and PC store Steam indicates a correlation between game length and lower completion rates among players.

Rhys suggests that this trend may indicate diminishing returns for longer development timelines and budgets in the gaming industry. He argues that shortening games could be more efficient; according to his research, cutting Assassin’s Creed by 20% would likely go unnoticed by most gamers.

Another strategy developers are adopting is offering players choice regarding game length. Carrie Patel, Obsidian’s game director for Avowed, released on Xbox and PC this week, emphasizes their commitment to catering to different player preferences. Obsidian has a rich history in RPGs with hits like The Outer Worlds and Fallout: New Vegas. While most RPGs require dozens of hours to complete, Carrie says the studio aimed for something more accommodating:

“I’ve definitely heard sentiments on many teams and from our player base that say ‘Oh, good! A game I can actually finish,’ she explains. Reviewers suggest a quick playthrough would take around 15 hours, while completing all optional content might extend this to over 40. While consistent with some of Obsidian’s previous titles, Avowed particularly emphasizes respecting players’ time:

“We know everybody has plenty of options and things to do with their time,” Carrie notes. “So we want everything they find in our games to feel worth it. Obsidians new game is set within the same universe as earlier Pillars of Eternity titles, reflecting the studio’s dedication to providing engaging yet manageable gaming experiences.

Longer doesn’t always equate with better; some recent hits like 2023 PS5 title Spider-Man 2 demonstrate that high quality can attract substantial sales despite a relatively short playtime of around thirty hours. This suggests that player preferences may be evolving towards immersive, valuable experiences over lengthy durations.

Why do companies make games so long in the first place? Even with well-crafted choices like Avowed, some players will miss out on key content. Carrie acknowledges this dilemma:

“There’s always that little voice asking: ‘What about those who’ll skip this?’ We aim to provide exit ramps for less engaged players while ensuring deep, engaging experiences for those willing to explore. As the gaming industry continues to evolve, balancing game length with player satisfaction remains a key challenge.

CATEGORIES
Share This