How Do You Measure a Game's Worth?
RamblingJosh writes "Video games can be very expensive these days, especially with so many great games on the horizon. So I wonder: how exactly do you get the most gaming entertainment for your dollar? '... the first thing I personally thought about when approaching this was money spent versus time played. Using Final Fantasy Tactics: War of the Lions as an example: I bought the game for about $30 Canadian, and played it for roughly 85 hours. That comes out to 2.83 hours per dollar spent, a pretty good number. In this case, the game was a lot of fun and it was cheap, and so the system works fairly well. There are so many other things to think about, though. What if the game wasn't so good? What about the fact that it's portable? ... What about the new content? Multiplayer?'"
The new Silent Hill game for the Wii, Shattered Memories, was amazingly good; innovative, deep, intelligent... and maybe 8 hours long. $7.50 an hour. Absolutely worth it, in the sense a great movie is, even though it fails the $/hour test.
On the other hand, a good strategy game, like any of the incarnations of Fire Emblem, can easily top a hundred hours. The metric has to be total enjoyment... and fond remembrance of the game counts into that total. Hell, the game is probably worth an extra quarter if it generates a decent slashdot post.
Camping on quad since 1996.
But it's not the only metric. Let's ponder all those hours spent in FPS games with the old "get key from location A, run to location B on the other end of the map, get Key for A again" spiel. That's no fun and simply a time sink. We did it for a single reason: To get it behind us so we can continue having fun. So I'd propose that those hours of "tedium" should be subtracted from the "play time", or even count against the play time that could be considered "fun time".
The best game would obviously not be repetitive or, if it is, still be enjoyable while you repeat yourself. All games are repetitive to some degree. The interface only has so many options, as do AI or gameplay. Gaining new weapons (FPS) or units (RTS) can either be just another set of tools or a completely new experience, and that's something to consider when pondering the value. Getting an automatic gun compared to your old repeating shotgun in a FPS can alter the style of game, or it can just be a necessity if the enemies just get harder to reflect this. Essentially, if the old gun becomes useless in every aspect once you have the new gun because it is simply no longer a viable choice, it's a bad development. You did not get a new option, you just got a new skin. Likewise, RTS. If new units make the old ones obsolete, you did not get new units. You only got a replacement and basically have to play with the same amount of choices you had before. New skins, but no new options.
I like it when games guide you into the play style, when you start out with a limited set of options to get to know the interface and all, and then it expands from there. giving you more and more options over time (preferably giving you the option that you wished you had when you finally get it without engineering the situation to require this option. Usually that means it is only a viable option in very specific, almost necessarily artificially created situations). But those should be options. Not requirements.
And that's just me. I, for one, could not stomach the item grind of games like WoW, but appearantly that's something a good deal of people enjoy. My metric for a "good game" is probably not the same you would use. For me it has to give me more and more options over the course of the game. When I get no new options, the fun starts to decline and the repetition starts. Multiplayer can help here a lot, given that a human opponent is harder to figure out and requires you to adapt your strategy to stay on par with him, but a computer AI will eventually be figured out fully and you will develop a winning strategy.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I was about to say almost exactly this.
If a game is multi-platform, then you will play it more (if you don't it's not worth any more to you).
Frankly I doubt this. Most of the games I play would not be enjoyable to play on my phone - the screen is much too small, and the phone hasn't got appropriate controls. I would prefer to be able to buy the games I play for Linux rather than having to keep a Windows box just for playing games, but I don't need any game which I do play to run on multiple platforms, because I'm only going to play it on one. Of course, if a game is Mac only (or Wii/Playstation/X-Box only) then I won't play it because I don't have those platforms. Making a game multi-platform expands the market for the game, but it doesn't make individual players play it more.
If a game is good, then you will play it more.
Oh, absolutely. I've played The Witcher at least 150 hours; Dragon Age about the same. Probably over a thousand of hours of Neverwinter Nights (which I only bought to support the Linux port) in its various incarnations and community add-ons. Certainly hundreds of hours of Sid Meier's Civlization, Alpha Centauri (both of which, again, I only bought because there were Linux ports and I wanted to support them), Pirates! and Railroads! Hundreds of hours on Settlers II, III and IV. And, back in the day, thousands of hours playing Elite, the video game sans pariel. In terms of hours of entertainment per unit currency, good games are extraordinary value for money.
I fins that about half the games I buy I only play once or twice. I don't resent that in the least, because the games that do work for me give me so much fun.
If a game gets extra content, then you will play it more.
Again, agreed, particularly if it comes with good modding tools and allows community-made content. After all, modding (and playing other people's mods) is half the fun of things like NWN and The Witcher.
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I'm old enough to remember when discussions on Slashdot were well informed.