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Green Man Gaming believes it can formulate an hourly price for its games, but this "Average Cost Per Hour" nonsense is... well, nonsense! 

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Pricing Games By The Hour Is Some Absurd Shit (The Jimquisition)

http://www.patreon.com/jimquisition http://www.thejimquisition.com http://sharkrobot.com/collections/Jimquisition-merch Green Man Gaming believes it can formulate an hourly price for its games, but this "Average Cost Per Hour" nonsense is... well, nonsense! __ Twitter: https://twitter.com/jimsterling Facebook: https://www.facebook.com/jimsterling0 Jim’s Big Ego (No Relation): http://bigego.com/ Bandcamp of the Sax Dragon - https://carlcatron.bandcamp.com Nathan Hanover - https://www.youtube.com/channel/UC-8L7n7l11PJM6FFcI6Ju8A

Comments

Tobasco da Gama

Re the cold open wrestling clip: that was pretty good, actually. I'm seriously impressed.

Anonymous

The stat I don't have a problem with. I often think about my entertainment in terms of "Hours of enjoyment per dollar spent." On a rough basis, anyway. But to Jim's point, it matters that what I am playing is actually *entertaining*. If they could quantify the % of a game's average run time that is actually any fun and then divide THAT run time by the game's cost, then I'd be content. Also, how long do we think it would take industry execs, if this stat became mainstream, to realize that they could just artificially slow down video game experiences to inflate this stat? Endless slow-crawling text boxes, pre-baked character animations for mining or whatever you can't skip, endless grind quests with low item drop rates, giant maps full of bugger all, etc...Oh wait, games are already full of all that shit anyway. Well, then nevermind!

Kraken

Time spent in a game has never been a particularly good indicator of overall quality, as though an hour spent in a real-time strategy title could somehow be said to be coin entirely equivalent to an hour spent in a puzzle-adventure title which is equal to an hour of first-person shooting. But as games have increasingly embraced "grind-based" repetition, rogue-like procedural generation, and- as Jim notes- the perversity of spending money to *evade* the grind systems (which means spending more money makes the game worth... less?... by this metric) it has become an even less valuable indicator of a game's worth. Nice use of Pink Floyd's "Time", by the way. (And congrats on pulling off the body slam.)