Only 10% of gamers actually finish a game

gloweyjoey

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<div align='center'><img src="http://pix.gbatemp.net/252969/40.jpg" border="0" class="linked-image" />
(Picture by <a href="http://www.aledlewis.com/" target="_blank">Aled Lewis</a>. <a href="http://www.flickr.com/photos/35699504@N00/sets/72157625718212273/" target="_blank">Video Games Vs. Real-Life set)</a></div>
<p align=" " class="none">Just 10 percent of gamers actually finish a game, an industry veteran told CNN in a recent feature, and his colleagues and other figures back him up. "Ninety percent of players who start your game will never see the end of it unless they watch a clip on YouTube," says Keith Fuller.

Raptr, the gaming social network, vouches for that, noting that only 10 percent of those in its service who have played Red Dead Redemption have finished the last mission for one of 2010's most acclaimed games. Raptr's John Lee, with a career that included executive jobs at Capcom, THQ and Sega, recalled being told the completion figure was about 20 percent.

CNN goes further into the psychology of completion, games design and the pile of shame, noting that as gamers' average age gets older, they have less time for massive, 40-hour campaigns. And even if they don't have a wife and kids, "The amount of digital distractions now is far greater than it's ever been before," says Konami's Jeremy Airey. "People need time to check their Facebook, send a Twitter, be witty on their blog, play with their phone — oh, and that game you made. If they feel as though the end is far away, they'll simply say, 'I don't have time for that' and stop playing."</p>
<img src="http://gbatemp.net/style_images/1/folder_post_icons/icon11.gif" border="0" class="linked-image" /> <a href="http://kotaku.com/5832450/nine-out-of-10-will-not-finish-the-game-they-are-playing" target="_blank">Source</a>
Once considered a cult pastime, video games have grown immensely in the last 30 years to become a mainstream fixture alongside movies and music.

But you wouldn't know it by how often players finish their games.

In fact, the attrition (or bounce rate) of video games is pretty pathetic. "What I've been told as a blanket expectation is that 90% of players who start your game will never see the end of it unless they watch a clip on YouTube," says Keith Fuller, a longtime production contractor for Activision.

That's a lot of unfinished games.

And it doesn't get much better when isolated to just avid gamers.

"Just 10 years ago, I recall some standard that only 20% of gamers ever finish a game," says John Lee, VP of marketing at Raptr and former executive at Capcom, THQ and Sega.

And it's not just dull games that go unfinished. Critically acclaimed ones do, too. Take last year's "Red Dead Redemption." You might think Rockstar's gritty Western would be played more than others, given the praise it enjoyed, but you'd be wrong.

Only 10% of avid gamers completed the final mission, according to Raptr, which tracks more than 23 million gaming sessions.

Let that sink in for a minute: Of every 10 people who started playing the consensus "Game of the Year," only one of them finished it.

How is that? Shouldn't such a high-rated game keep people engaged? Or have player attention spans reached a breaking point?

Who's to blame: The developer or the player? Or maybe it's our culture?

The correct answer is, in fact, all of the above.

The aging gamer

At the beginning of the 21st century, the average gamer was pushing 30 -- mid-to-late 20s, to be exact. They weren't playing as often as they did in their adolescence, but in between entry-level jobs, earnest slacking and higher education, there was still ample time to game.

Fast forward to today, and the average gamer is 37, according to the Entertainment Software Association. The average age of the most frequent game buyer is 41 -- nearing Just for Men-type levels. They're raising kids. In the middle of a career. Worried about retirement.

Not only that, but time is precious for gamers of all ages.

"People have short attention spans and limited time now," says Jeremy Airey, head of U.S. production at Konami.

"The amount of digital distractions now is far greater than it's ever been before," he says. "People need time to check their Facebook, send a Twitter (tweet), be witty on their blog, play with their phone -- oh, and that game you made. If they feel as though the end is far away, they'll simply say, 'I don't have time for that' and stop playing."

In other words, the longer the game, the higher probability a player will abandon it. "Red Dead Redemption" takes upward of 30 hours to complete, according to howlongtobeat.com, and few players are willing to commit that much time.

A glut of games

Not only that, but the accelerating rate at which new games are released cannibalizes existing games and further distracts the already inundated player.

"In the last two decades the growth of video games has produced a huge influx of games," Fuller says. "There are more players today, but there are also more games per player. Since you can't spend as much time on each game, you're less likely to finish the one in front of you."

Not only did gamers have more time in the eight- and 16-bit days, but they had fewer games to complete.

Of course, engagement levels vary by genre and difficulty. "As expected, 'Red Dead Redemption' is the lowest completed high-profile game because it's so big," Lee says.

The gaming platform has an impact on completion rates as well. Low-caloric and hyper-short web games are finished 85% of the time, according to Backloggery.com, a website that helps players finish the games they already own before buying new ones. Conversely, meatier games on PS3 are finished less often, according to Backloggery.

Either way, this shifting demand is more than enough to sway developers in a different direction. For starters, they are creating less epic games, at least in terms of duration.

"Long gone are the days of starting a game on a high-level concept," says Konami's Airey. The reason: "It's costly," he says.

Fuller says the devil is in the details.

"I worked on a project that took 50 people and 18 months to produce 20 minutes of game play," he says. "With the expectations so high for visual and audio fidelity, lifelike animations, enemy behavior and movie-quality cinemas, it can take two years for a team of 100 people to create six hours of playable story. At an average burn rate of $10,000 per man month, that's $24 million just in developer cost. You're not likely to find a publisher that will foot the bill for extending that campaign to 20 hours."

Of course, why make a 20-plus hour game when most players aren't completing them, as is the case with "Red Dead Redemption"? The answer is, most publishers don't.

Growth of online multiplayer

Which brings us to perhaps the biggest contributing factor in the decrease of lengthy campaign modes. It is this: Gamers may say they like playing epic single-player games. But when push comes to shove, what they really want is online multiplayer.

"The trend of low completion rates is equally driven by the growing importance of multiplayer," says Scott Steinberg, head of video game consulting firm TechSavvy. "Companies are more aware than ever of where and how games are being consumed, and what features players look for. As a result, they're de-emphasizing single-player, which seem to demand lower levels of player time, energy and investment."

Case in point: "Call of Duty: Black Ops." At an average of 67 hours played, it's the most-played recent game by far, according to Raptr, followed by "Halo: Reach" at 43 hours, and "Bad Company 2" at 18. (Perhaps today's gamer would finish a lot more games if he weren't so busy with multiplayer.)

But that's not entirely true. What's really happened is that with their change in lifestyle, gamer tastes have evolved. Instead of "Zelda"-like games that take longer to start and resume, they're more inclined to play stop-and-go titles in bite-size games.

Need more convincing? "These days, I know many people who buy the latest single-player/multiplayer shooter (game) and never even bother to load the single-player," Fuller says.

The future? Shorter games

So it's come to this: People have less time to play games than they did before. They have more options than ever. And they're more inclined to play quick-hit multiplayer modes, even at the expense of 100-hour epics.

Is that a problem?

Not at all, Fuller says. "They're lucky to find the time to beat a 10-hour game once or twice a month," he says of the average-age gamer. "They don't feel cheated about shorter games and will just play a longer game for as many hours as their schedule allows before moving on to another title.

Steinberg agrees: "Just because you don't slay the final boss or rescue the princess doesn't mean you can't see most of, if not all, of what a game has to offer in the hours leading up to it."

Not only that, but gamers are already warming to the idea of shorter games.

"Completion rates are actually on the rise," Lee says. "Many games now have a 40% to 50% completion rate, thanks to 10-hour campaigns instead of the 20-30 hour ones of yesteryear. Of course, that's good or bad depending on how you look at it. It's better than before. But it still means that more than half of all game content never gets appreciated."

To counter that, Airey says extended play content will increasingly come from expansion packs, a sort of best-of-both-worlds approach.

"We're at a stage now that we're trying to find ways to keep mind share (consumer awareness about a product)," he says. "When the consumer is not playing our game, their friends aren't either. So games will trend toward being shorter and then support the need for 'more' via downloadable content."

No matter, says Casey Willis, an avid gamer from Atlanta. "Make a game worth my time and money, and I'll be happy. After all, 10 hours of awesome is better than 20 hours of boring."
<img src="http://gbatemp.net/style_images/1/folder_post_icons/icon11.gif" border="0" class="linked-image" /> <a href="http://www.cnn.com/2011/TECH/gaming.gadgets/08/17/finishing.videogames.snow/" target="_blank">Source</a>

Can probably add in "pirates syndrome" as well.
 

Bladexdsl

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i'll finish if a game if it's interesting enough most games these days (shooters) aren't
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Nathan Drake

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I have pirates syndrome bad. I can't seem to complete most games I start in on anymore, though I did fully complete the last two console games I picked up this summer.
 

ChaosBoi

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I've finished about 90% of every game I've bought and "obtained". The other 10% I never finished are games that I haven't played in a long time and didn't want to start all over (So that I can remember what was going on) because of all the little things I didn't want to go through, or games that can't be beaten because they don't have an end.
 

Chhotu uttam

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Generally I've seen people/gamers think that finishing the campaign/story mode means the game is completed.


But I guess I also belong to those 90% gamers
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wolffangalchemist

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i always finish a game, some times I'll take a break if i get frustrated and play some other game for a bit, but i ALWAYS finish a game.
only one case i can think of i didn't when my Final Fantasy III ds cart got stolen, then after i found out what flash carts where i finished even that.
now that's not to say i don't have a lot of games i need to start on as i do, because who has time to finish or start all 30+ games on a flash cart?
i'll get them all eventually though!
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ZAFDeltaForce

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I make it a point to finish a game I start. It's not about time, it's about commitment.

That or I don't waste my time blogging or tweeting. Maybe both.
 

Satangel

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Most games I play can't be beaten. CoD MW2 online has 10th Prestige levels and even if you get there, you can just keep on playing.
FIFA 11 cannot be completed, you can just keep on playing for ever.

I'd say the percentage is quite true for me though.
 
T

The Real Jdbye

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Nathan Drake said:
I have pirates syndrome bad. I can't seem to complete most games I start in on anymore, though I did fully complete the last two console games I picked up this summer.
Same. Though I'm not as interested in games anymore either, I don't play them often, but even when I did I only ever completed games in franchises I love, like Ace Attorney (didn't beat Apollo Justice yet), Mario, Zelda, Pokemon, and not much else actually. I still play those franchises when new games come out, but it takes me longer to beat them because I might suddenly lose interest for a month then pick it back up
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shakirmoledina

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i do remember a very similar statement by another person and with the same percentage

i have around 500 ds games with me but have hardly finished 50. Infact my fav series, ff or even zelda... i havent finished ff12 nor have i finished ANY zelda (the latter bcz i lost my save with format)

this is the reason why ppl like iphone games as there isnt an end and it doesnt matter if there actually is one
 

prowler

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Depends on the game.

If I get bored half way through, backlog'd.
If it's fun throughout, I'll complete it and probably complete it again.
 

Guild McCommunist

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I think it would be more accurate to say "Only 10% of pirates actually finish a game".

Seriously, as an avid pirate, I find myself losing interest in games a lot easier. I've even bought some games that I used to pirate and enjoyed them a lot more.
 

machomuu

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If it's good and interesting, I'll try. If I don't for whatever reason, I'll put it on hold from days to years before I beat it. Generally if I pirate a game (now) it will only be for trial unless I owned it before or it's exclusive to non-stateside areas, so it doesn't put a damper on my motivation.
 

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