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I'm very interested in how this interacts with Valve's standard policy of giving refunds for games you've played for less than two hours. I suspect there will
by htag 3y ago
I'm very interested in how this interacts with Valve's standard policy of giving refunds for games you've played for less than two hours.
I suspect there will be more demo downloads, but fewer total (non-refunded) purchases with this modal. The question is where do you apply friction, before download or after 90 minutes of gameplay.
I'm also generally concerned with demo-hacking. Putting all the novelty in the first 90 minutes. Placing one large cliff hanger or achievement near the 90 minute mark. Building a starting place that takes just over 90 minutes to get out of. I do get the impression PC devs are aware of the 120 minute mark and try to make the first two hours strong. This lowers that bar.
- imran-iq 3y agoThis already happens. Most people do not complete games[0]. You can verify by checking out the achievements for various games. This already leads to games having fun beginnings but lacklustre end games --- 0: https://www.ign.com/articles/2014/03/17/gdc-most-players-donat-finish-games https://www.ign.com/articles/2014/03/17/gdc-most-players-don...
- DANmode 3y agoThe way "achievements" have dropped in quality by any measure in the last decades should be scrutinized almost as much as lack of retained player interest.
- xboxnolifes 3y agoMany people barely start games, let alone finish them. Look at achievement stats for things that happen very early on in games. You'll find achievements that happen 1-2 hours in with only 60% earn rates. I don't think it's meaningful to look at completion rate without first normalizing with the "starting" rate. One quick example from my steam library: Terraria - Chop down your first tree. (You can do this immediately after you start playing): 86.5% - Craft your first work bench. (Can be done immediately after cutting a tree): 56.8% - Survive your character's first full night (24 minutes of playtime): 78.8%
- imran-iq 3y agoAnd only 25% have gotten `Champion of Terraria` which means about 2/3rds of players did not reach the "end" of the game. That is inline with the linked article which states: > “Statistically, most players don’t finish games. We’ve all seen numbers that say something like a third [do finish games], on average," Rouse III said later in the presentation. Note: I do not play terraria and am assuming moon lord is the end game boss from here: https://terraria.fandom.com/wiki/Moon_Lord https://terraria.fandom.com/wiki/Moon_Lord
- earthling8118 3y agoIt's not that simple, though, either. I've played a lot of Terraria. I've never seen the moon lord. That's because it was added a long time after I played. I did beat everything that existed, but they changed the game afterward. Obviously this isn't the case for every game but that skews the numbers too.
- xboxnolifes 3y agoTrue. After writing my comment, I realized Terraria is not the best example for a few reasons, but it's good enough to serve my original intention. I wasn't trying to contest that a large portion of people don't finish games, just that the numbers can be deceiving if you only look at completion rates. It matters whether someone drops a game 10 minutes in vs an hour in vs 10 hours in. Not just if they completed the game.
- paxys 3y agoThe one difference is that Valve can choose to treat repeated refund requests from a user as abuse, and stop processing them. With a demo the intentions are clear, and there is no payment transaction at all.