so as game dev this really poses me the question: should I make games so long that only a minority of people play fully ?
I am going to try some shorter games next, alongside my usual longer ones to see what happens
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clarification: by finished I meant they reached AT LEAST one ending (in case of Love Bites). For the RPGs, I put an achievement when you reach the end, so if players didn't unlock that, means they never finished the game
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Finished=played all routes or reached only one/a few ends?
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finished=at least one route (in case of Love Bites), calculating the average of all routes is a bit too complex. But for the RPG I put achievements at the end, so if they don't got that means they never reached the end
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I'm one of the 89% in Loren. :( I have plans of remedying that though. I liked it very much.
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Oh I’m a minority now...
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How are these %s counted? Is it n% of those who bought the game, of those who installed the game or those who started the game? Maybe another way to read these is to compare an early achievement% to finished game%? Eg. GreedFall on GoG has only 67.4% for the first achievement.
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For comparison, a late achievement (but not finished) is at 17.1% Also, one can play all GoG without the client, and is you are offline, the achievements may not unlock. I got nothing on my first 80to 120hours in the witcher 3, because I was offline.
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