Narrative
Kitchen Table
Four hours in one room, and the highest finish rate the bureau has ever logged. A game that could be played in two sittings and is designed on the assumption that it will be.
Each entry gives hours to the credits on a first unguided playthrough, the measured cost of returning after three weeks away, and an estimated share of owners who plausibly finish. The last figure is a range dressed as a number, and the method page explains why.
Narrative
Four hours in one room, and the highest finish rate the bureau has ever logged. A game that could be played in two sittings and is designed on the assumption that it will be.
Roguelike
Runs of twenty-five minutes, no save state to lose, no story thread to forget. The structural opposite of the problem this publication exists to describe, and it scores accordingly.
Survival
Thirty-two hours, with a design that quietly re-teaches its own systems every time you return. The resume cost is four minutes, which for a survival game is remarkable engineering.
Detective
Eighteen hours of reading documents and connecting them, and the one genre where a three-week break is genuinely fatal: you do not forget the mechanics, you forget the case.
Management
A colony game with no credits sequence, which by the bureau's original rules could not be audited at all. The workaround is described in the audit and it changed the method permanently.
Role-playing
Two hundred and ten hours, and a fifty-two minute cost to resume after three weeks. Excellent, enormous, and finished by fewer than one owner in ten by any honest estimate.