Role-playing
Cloudstair Ascent
Two hundred and ten hours, forty of them before the game explains its own central system. Beautifully made, and built for an audience of people who own one game.
Two hundred and ten hours to the credits, and a design that assumes you have nothing else in your life. This is not a complaint about difficulty. It is a complaint about arithmetic.
Quality is the easy half. The harder question is whether a game respects the fact that you own four hundred others and have perhaps six hours a week.
Timed to the credits on a first playthrough, at default settings, without guides. Not the storefront estimate, and not the completionist figure — the honest middle number.
Every game is played to completion, but the audit records the point at which the design most obviously loses people: the fourth-hour lull, the mid-game grind wall, the systems tutorial that arrives twenty hours late.
Each game is put down deliberately for three weeks, then resumed cold. How long it takes to be competent again is logged in minutes, and it is the single most useful figure this publication produces.
A blunt percentage: given a normal life and a large library, what share of buyers plausibly reach the end. Derived from the three figures above and stated as a range, because it is an estimate and pretending otherwise would be dishonest.
Each entry lists hours to the credits, the resume cost after three weeks away, and the finish estimate.
Role-playing
Two hundred and ten hours, forty of them before the game explains its own central system. Beautifully made, and built for an audience of people who own one game.
Narrative
Four hours, one room, no menus to speak of. The best-designed game in the ledger by the only measure that matters here: almost everyone who starts it sees the end.
Management
A colony game with no ending at all, which ought to score zero here and instead scores well. The audit that forced this publication to change its own method.
Across four hundred and twelve owned games, the correlation between advertised length and completion is not weak. It is inverted. Every ten hours added to the critical path costs roughly seven per cent of the people who would otherwise have finished.
None of this makes long games bad. It makes them expensive in a currency nobody puts on the box.
Longer pieces drawing on every game the bureau has logged since ledger one.
Four hundred and twelve games sorted by how long they take to become playable again after three weeks away. The spread runs from two minutes to nearly an hour, and it predicts abandonment better than length does.
The Resume Cost412 games measuredEvery game bought in a bundle and never launched, counted honestly. The conclusion is uncomfortable: bundles do not grow libraries, they grow the unplayed part of libraries almost exclusively.
What Bundles Actually BuyLedger noteThe case against this publication's own method, written at length: why finish likelihood is the shakiest figure here, and why it is published anyway with a range rather than a number.
Against Our Own NumbersMethod note