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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?'"

27 of 188 comments (clear)

  1. Hours per dollar is good by TheThiefMaster · · Score: 4, Insightful

    Time spent playing (per dollar) seems like a good measurement. If a game has other advantages beyond being good, such as being a mobile phone game you can play while sitting bored on a train, then that will cause you to play it more. Everything naturally factors in.

    Of course, values between different people aren't comparable due to different tastes and amounts of time available to play games, and it's virtually impossible to work out in advance how many hours you will play the game for, but it's a good way to quantify a game's value.

    1. Re:Hours per dollar is good by beelsebob · · Score: 2, Informative

      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).
      If a game is good, then you will play it more.
      If a game gets extra content, then you will play it more.
      If a game has multiplayer, then you will play it more.

      All of these things make the price per hours played ratio better, and just go to show how good a simple $/h measurement is for this.

    2. Re:Hours per dollar is good by Toonol · · Score: 5, Insightful

      But that seems so different than the standards we apply to other media. I might pay $30 for a ticket to a concert for a set of songs I'll only hear ONCE... but I might think no cd is worth $15, even though the experience could be replicated hundreds of times. A 60 minute movie doesn't start off with a 100% advantage over a 120 minute movie, simply because of enjoyment per hour.

      Some types of games... some types of experiences... can really only be experienced once. The ephemeral quality of the experience certainly doesn't detract from it's value. Dollars per hour seems like a crass measurement. We don't judge books by dollars per page. Well, at least that's only a minor factor.

    3. Re:Hours per dollar is good by Savage-Rabbit · · Score: 2, Interesting

      Time spent playing (per dollar) seems like a good measurement. If a game has other advantages beyond being good, such as being a mobile phone game you can play while sitting bored on a train, then that will cause you to play it more. Everything naturally factors in.

      Of course, values between different people aren't comparable due to different tastes and amounts of time available to play games, and it's virtually impossible to work out in advance how many hours you will play the game for, but it's a good way to quantify a game's value.

      It's one way but not the only one. I paid about the same amount of money for Quake I and Duke Nukem, I also spent about the same amount of time playing them. As far as I was concerned Duke Nukem was the better game by far even though it didn't have nearly as much eye-candy as other games it was just more 'fun' to play. The same applies to Half Life I and II and Unreal as well, now that I think about it, were also superior games IMHO. A good game should take more than one weekend to complete (single player). I wouldn't even mind having the story spread out over a few expansion packs like Half Life (as long as they don't get greedy with the pricing), it should have a plot that makes sense, it should be 'fun' to play and I'd be willing to lose a bit of eye candy for things like playability, good AI and big well designed maps with lots of open spaces etc... I don't know about the rest of you, but take the some of the Doom series games for example, those endless rooms and hallways started boring me to tears after a while. Games other than 1st person shooters have different requirements. Take for example Civilization, going by length of game play it's a winner. I can still waste an entire day playing Civilization IV but they could improve the AI. In a game like that AI is really important.

      --
      Only to idiots, are orders laws.
      -- Henning von Tresckow
    4. Re:Hours per dollar is good by sopssa · · Score: 4, Informative

      If you're a fan of tetris, check out First Person Tetris.

    5. Re:Hours per dollar is good by TheThiefMaster · · Score: 5, Informative

      Dear god that's evil. Evil!

    6. Re:Hours per dollar is good by ThatGuyJon · · Score: 2, Interesting

      You think that's evil? You haven't seen Bastet

      --
      I must be new here...
    7. Re:Hours per dollar is good by Simon+Brooke · · Score: 3, Interesting

      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.

      I

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    8. Re:Hours per dollar is good by TBBle · · Score: 2, Interesting

      I'd disagree that it's a different standard. Dollars per hour is only part of it though, the other half is the dollar value you put on the entertainment.

      Hours per dollar spent and dollars enjoyed per hour. You estimate these two amounts, and you get an estimate of dollars enjoyed versus dollars spent.

      So you're (or at least I'm, maybe I'm alone in this...) generally looking at games or DVDs or occasionally audio CDs and trying to guess how long/often I'll play 'em, and whether the entertainment per hour is sufficient to justify the cost-per-hour.

      Portal's a great example someone used below, because it's only 6 hours, but it's 6 high-quality hours, which you might pay more per-hour for than six hours of something dreadful.

      Games big difference over the cinema (and actually a commonality with books and audio CDs and DVDs) is that in the case of cinema, the entertainment length is arbitrarily limited by someone else, so you know the dollars-per-hour up front.

      For everything else, you have to guesstimate how much you're going to play/read/listen to something (I wouldn't pay for an album I'll listen to once through, but I'll buy an album which has a song or two I've had on my shortlist of songs for a month...)

      All the control you have over cinema entertainment (or a concert) is leaving early if you wish. That comes down to a sunk-cost consideration, which I can't say I've ever done, but I can see that people reach the point where they're enjoying a movie not at all (eg. $0/hour benefit).

      I personally generally use my income per hour when I consider entertainment dollars per hour. Something'd better be damn good for me to spend more than the income I make in an hour on it, but my Steam purchase history suggests that for $5, I'll buy something that I never expect to play...

      This also means that I generally give new full-price games a few hours at least, so they're dragged down to below my wage level, before they go onto the shelf and I forget to ever finish 'em.

      And funnily enough, I like longer movies because I do feel I'm getting better value for my ticket. Short-but-awesome will beat long-and-underwhelming still.

      On the other hand, I don't really apply this to books, but only because they're almost always less than an hour's work in cost, and more than an hour to read. So they're already below my pain threshold, in that respect.

      Graphic novels, on the gripping hand, are hideously expensive on a per-hour basis, so I generally buy only that which I know I'll enjoy. And I still always feel that it was too short for the cost.

      --
      Paul "TBBle" Hampson
      Paul.Hampson@Pobox.Com
    9. Re:Hours per dollar is good by cgenman · · Score: 2, Insightful

      There is a web version of Bastet here.

      And of course, the obligatory college humor video.

  2. Counterexample by Toonol · · Score: 4, Interesting

    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.

  3. A games worth by Anonymous Coward · · Score: 2, Funny

    can only be measured by how many times it has gotten you laid.

    Ive had 2 WOW hookups since ive been playing.

    WOW: 2
    every other game: 0

  4. Internet play is a huge factor by lena_10326 · · Score: 3, Interesting
    It encourages re-use over the long term because:
    1. Players create the drama and "script" the dialog.
    2. Open ended which permits game play not conceived by the game authors.
    3. Encourages game mods which causes the game to endure long after the expected expiration.
    4. Making mods becomes it's own fun activity separate from the game.
    5. Encourages public player rankings and forums. Another fun activity separate from the game.
    6. Enduring games encourage the game developer to continue supplying content updates which can be cheaper than original game purchase.
    --
    Camping on quad since 1996.
    1. Re:Internet play is a huge factor by malkavian · · Score: 4, Insightful

      Actually, Internet play for me in most games (apart from those I can choose to solo in, such as Guild Wars) is a null factor. I honestly don't care for it, and if the game is 'multiplayer internet only', then no.. Not for me..
      Yes, I'm sociable, but the amount of griefers, and people who consider that just because they're behind some anonymous screen makes them able to shout whatever kind of abuse they want, and play people around however they want (after all, it's just 'make a new character, use a new name') put me off this ages ago. Plus the cheating that usually ends up rampant.
      I enjoy a good story, so DLC, plus the ability to mod, and choose the mods you apply to suit your tastes and the story.. Definitely..
      For scriptable, you just can't beat tabletop RPG.. Not in the near or medium term (perhaps in the long future it'll catch up),`so for story and script, I'll stick with tabletop..
      Open ended.. DLC and mods help there.. DLC for extra chapters, as they usually have the same voice actors and a real feeling of continuity and extended story..
      Player ranking, I never really got on with. There are too many issues with that. One being the aforementioned cheating (find a cheat, shoot up the rankings). Either that, or it's all grind (spend your life behind the keyboard and you'll wend your way up this chart). Neither appeal to me (and actually, I find them detrimental to my experience).
      I don't think an enduring game has any reliance on internet play at all. An enduring game is one which the developers built properly in the first place, one with engaging gameplay, a good engine, probably a good story that has the 'episodic' content that can reuse the engine, and support modding, along with being damn good fun to play. Most of the games I still go back to are things like Diablo, Final Fantasy, Ratchet and Clank, Baldur's Gate, Descent, Starcraft and so on. All pretty much non-internet.. They were just good fun to play!
      One truly enduring one is NetHack (and Angband).. Been playing those for a little over 20 years now, which I think counts as an enduring game..

  5. Satisfaction to Price ratio. by yanguang · · Score: 4, Insightful

    I bought Torchlight at $4.99 for the Steam deal back then. Best. Value. Ever. I give it 50 units of Awesome. Dragon Age: Origins gets 75 Awesome, but costs obviously more. In terms of a purchase decision, I actually hesitated for DAO. Steam's got it right with their deal system, sapping mah wallet dry.

  6. Ob Bash.org quote by wilkinc · · Score: 3, Funny

    This Bash quote is quite fitting here.

  7. Easy... by Windwraith · · Score: 2, Interesting

    ...if you remember the game after 2-3 years, it is good.

  8. Re:Impossible by Toonol · · Score: 5, Insightful

    Not too long ago a read a terrible review of a game that was described as a "unimaginative knockoff of Fire Emblem". I rushed right out to buy it, and enjoyed it.

    I think review scores are nearly meaningless; aggregate review scores even more useless. But accurate descriptions of the game, including mechanics, and comparisons to similar games... that is really valuable.

  9. Hours per dollar is a rubbish measure by 91degrees · · Score: 4, Insightful

    This means that a generally amusing game that takes 30 hours to complete is better value than the best game ever that takes 29 hours to complete.

    It's like judging the quality of a book by the number of pages.

    1. Re:Hours per dollar is a rubbish measure by 91degrees · · Score: 2, Insightful

      Depends on the game. Some games don't lend themselves to replays.

  10. Hours per dollar is a good metric by Opportunist · · Score: 3, Interesting

    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.
  11. A big flaw by Xeno+man · · Score: 4, Insightful

    I think the question it self is flawed. Your trying to assign a quantitative number to a game as if it represents some level of value that you can extract at a later date. A game isn't a used car. A car can be worth $100 or it can be worth $20,000. A game has only 2 choices. It's worth it, or it's not. The problem is that it is an individual test of worth so your standards of worth it or not worth it, or even any number system you can come up with, are going to be completely irrelevant to me. People can spend hours on end playing Bejeweled or any other time waster type game and it can be completely worth the time spend playing it because they enjoyed it the entire time. Personally I don't thing it's worth it because I don't enjoy those types of games for very long. So all ready there is inconsistency in the "worth" of a game and I'm just referring to free flash games. I haven't even brought in money yet.

    Once you start talking about money, in the end your only going to spend what you can afford. Everyone earns different amounts of money and has different responsibilities. A teen living at home may not have a problem dropping an entire pay cheque on rock band where an older adult with a mortgage and kids will be more particular about spending money. Of course the more money you have the less value money has. If your a millionaire you will be more willing to throw away money on crappy games than someone making minimum wage so again this value of worth is meaningless to anyone else but yourself.

    Personally a game is worth it if I really enjoyed playing it but the experience is enhanced by friends that play the same game. We can talk about the game afterwords and share experiences and even play multiplayer games together which is more enjoyable than random strangers online. If your looking to get value out of a game, buy games that your friends have that you can play together. If you want to stretch you money, buy single player games your friends don't have and you can trade and borrow games with each other so you can experience more.

    If your looking for advice on games to buy, look to your friends. If your trying to evaluate what you already have, your over thinking it.

  12. DRM by El_Muerte_TDS · · Score: 2, Insightful

    DRM makes the game worth less. Online activation makes the game 50% less worthy, limited online activation makes the game another 50% less worthy.

  13. Replay Value by ScotlynHatt · · Score: 2, Insightful

    So there are some games that I continue to play years after they come out due to the mod community. Half Life 2 and Battlefield 2 are two that have to be into the pennies per hour by now; I don't even have an estimate. That said, if you look at the direction COD-MW2 decided to take, from a single player perspective, you see the cost per hour go way up. Multiplayer certainly improves the value but the plan is to control development of maps/mods and charge for them, so the long-term value does not improve for the gamer, only the company.

  14. Re:How Do You Measure a Games Worth? by troll8901 · · Score: 2, Funny

    Links to weight loss advertisements, written in the form of reviews. Absolutely nothing in relation to this Slashdot story.

    The "I have about 12-15 ..." sentences are taken from a "Ping Pong Tables for Sale" blog.

  15. How I rate video games by Orion+Blastar · · Score: 2, Funny

    I use a negative rating the lowest score is the best game.

    Sucklitude scale rating of 0 to 11. 11 sucks the most, none higher, 0 is worth playing, 5 or 6 is meh, 1 to 3 might be worth it used to buy.

    I rate politicians by Hitlertude by how much like Hitler they are, or Stalintude by how much like Stalin they are.

    --
    Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
  16. Re:Impossible by Toonol · · Score: 2, Insightful

    probably because he just made up that example to have something to post. it's a common thing that happens here.

    Not as common as being an asshole, evidently.

    The game was called "Eternal Poison". Published by Atlus for the Playstation 2. It wasn't as good as Fire Emblem, but it was still good, and worth playing.