Would gamers who buy a game even be counted if they never even started up the game they bought?
BioWare's metrics know the difference between a game that never connects and a game where someone started but never completed. If the game never connects to their server, it's possible that it was completed but the player opted-out.
I don't know how Steam handles its achievements. I do know there are Steam games I've bought during holiday sales but never started.
And what is completion? I see a lot of mention of 150 hours but that is for 100 % completion of the game. The stats of gamers finishing a game is not about 100 % competition but about finishing the main story line. And even then it doesn't really matter only 30 to 40 % of gamers finish their games. It just goes to show the short attention span some gamers have.
Generally speaking, I don't think it's short attention span. Borderlands 2 I planned to play with friends... who inevitably flaked out on me. The Witcher just bored me and I never finished (though I bought and finished Witcher 2). LA Noire offended me, so I stopped playing. Psychonauts was fun until almost the very end; the meat circus felt like the developers fired a chunk of people in charge of puzzle/area design and brought in a new group.
The Walking Dead, Spore, STALKER, Dishonored, the Legend of Grimrock, Divine Divinity and Beyond Divinity, The Elder Scrolls: Oblivion, BioShock 1 and 2 - I have not finished any of these games and I don't think it's because I lack attention span (there are games I've put 100+ hours into) but because the story, gameplay, or encounters become tedious.
I almost quit DA:O twice: The deep roads and the battle of Denerim. For me, they were both boring, overly-long filler. I tried a second playthru, hit Orzamarr, and thought, "**** it, I'm not doing this."
It speaks to the strength of BioWare’s storytelling that I didn’t quit the game the first time. The average game has poor storytelling, so when the gameplay falls apart, there’s no reason to continue.
Still, the question as a development staff is why? Why build in so much stuff that so little of your audience will ever experience? Is there a benefit to a more tightly told story a more compact experience?
The people who finish your game are also the ones most likely to talk about your game and give their impressions to others. They're more likely to become fans of a specific game or series and 'hype' it when the next installment comes around.
It's one of those 20/80 situations where a small percentage of your players generate the vast majority of discussion about your game.





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