Forty Hours
September 23, 2015
Over on ihobo today, a piece discussing the changing face of videogame length. Here’s an extract:
Nowadays, the forty hour model seems in decline – but it has not primarily been replaced with shorter play experiences. On the contrary, every major commercial game now attempts to ‘capture’ its audience for at least 200 hours, with multiplayer modes being the core method of retention. The forty hour model was a consequence of selling games-as-products, as boxed content that would be played then thrown onto a pile of completed games (although it turns out that the minority of players finish games). The 200 hour model is a consequence of selling games-as-services, with monetization now an on-going process throughout the time the players are engaged with the title in question.
You can read the entirety of Forty Hours over on ihobo.com.
Comments
You can follow this conversation by subscribing to the comment feed for this post.