Using ‘Cost Per Hour’ to Determine the Value of a Game

cost-per-hour

Over the past few years of following podcasts, message boards and reviews, there seems to be this weird metric that creeps into discussions in one way or another. For the purposes of this post, I will refer to it as ‘cost per hour’. It’s a metric that people directly or indirectly use to judge a game’s value based on how much it costs and how long the experience is. I will express it with the following formula:

Value = Cost of Game/Number of Hours Played

In a perfect world, where money directly translates into valuable experiences, these types of metrics could work as a means of judging a game’s value. However, this logic is flawed, because neither cost or value variables are consistent. You can’t make a blanket statement saying that Limbo is too expensive at $15 dollars because it’s only a 3-hour experience, because it might go on sale, someone may take longer/shorter to beat it, and subjective opinion may say that their time with it was totally worth that price.

The price you pay for that experience and the length of that experience are viable factors in determining a game’s value, but not the whole picture. However, what if we did take away all of the other factors? Is it possible to come up with a consensus cost per hour rate to determine whether or not a game is worth it? I take a few examples from my collection and crunch the numbers to find out.

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Street Fighter Concepts That Made Me a Better Basketball Player – Part 4: Exploiting Weaknesses

This is an on-going series where I discuss the thinking involved in Street Fighter that I’ve applied to basketball. If you want to see earlier entries in the series, hit the link: Part 1: Spacing, Part 2: Punishing Mistakes, Part 3: Resource Management

Exploitation of Weaknesses

When I play the computer in Street Fighter IV as Akuma, regardless of difficulty, I can almost always land a Raging Demon. I don’t know what the guys at Capcom did about the AI, but 99% of the time when I input that command, the computer just stands there and eats it. Human opponents in general are tougher to fool, but virtually everyone has weaknesses of some sort. When I play an opponent, one of the very first things I check is my opponent’s ability to block a cross-up. It’s a tactic that most casual players don’t understand and won’t figure out how to counteract it within the span of one match. When I notice that my opponent doesn’t have an answer for that, or any other tactic that I throw at them, I will repeatedly use that tactic until I win or until my opponent finds an answer.

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Halo Apathy

Over the last decade of gaming, probably the biggest hole in my gaming knowledge and experience is the Halo series. Not to say that I have zero experience with the series: I’ve regularly heard a lot of Halo discussion on the podcasts I listen to, and have played some Halo 1 multiplayer, Halo 2 single player and Halo 3: ODST co-op and online multiplayer. But each time I’ve played a Halo game, I’ve walked away with a general sense of apathy.

Impressions on Limbo

There seems to be a lot of artsy/high-concept games hitting  of late. Games like Braid, Flower, Echochrome and P.B. Winterbottom have really pushed the boundaries of what a game can look and play like. I have nothing but respect for those developers who are actively trying to move the medium forward. However, none of these games have personally appealed to me. I’d much rather watch these games for a few minutes than actually play them, mostly because the gameplay elements don’t appeal to me.

Limbo was just released on XBOX Live Arcade and is the latest in artsy-high concept games. The black-and-white aesthetic is amazing and is matched by equally awesome atmospheric sound. But will it turn me away with gameplay that doesn’t appeal to me? I tried the demo and I’m here to relay my thoughts to you.

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Hitting the Road with PGR 4

For the last few months, PGR 4 has been my go-to “bored game”. When I don’t feel like playing any other video game in my collection, I pop PGR 4 into my 360. Not to say that PGR 4 is a bad game, but racing games aren’t really my scene. I get bored quickly of any arcade racing game that isn’t Mario Kart and realistic racing games such as Gran Turismo and Forza frustrate me to no end due to their demand of precision driving control skills that I just don’t have. The only reason I even have this game is because it came free, along with a chat pad and headset when I bought last year’s subscription to XBOX Live.

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Excited for Rock Band 3?

When it comes to my level of excitement for the release of a game, not many games in my life matched the hype I felt the original Rock Band. I was in the apex of my Guitar Hero love around the time when rumblings of a full-band music game from the developers of Guitar Hero II appeared on the Internet. When the rumblings finally turned up this initial video for the Rock Band proof of concept, I was sold. So sold, that I was the first person to pre-order the full Rock Band kit at my local EB Games and was even the first to pick up my kit because I showed up at the same time as the guy who was delivering the Rock Band kits to the store.

Three years, four Rock Band branded games, hundreds of hours played and hundreds of downloadable songs bought later, I’m kind of burned out on the plastic instrument formula. I forced my way through Lego Rock Band for the achievements and can’t find the motivation to even begin the career mode in Green Day: Rock Band. Rock Band 3 looks to revive the genre with new features, new songs, and for those who want it, a pro mode that takes the genre into realistic new heights. Are these changes enough to bring me back in?
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The Death of 1 vs. 100 on XBOX Live

Nine months after 1 vs. 100 launched on XBOX Live, Microsoft announced earlier this week that the game would not return for a third season. While I did not play the game that often myself (which sort of makes me part of the problem), I thought that the game was very forward-thinking in its execution and quite fun to play. I’m sad to see it go.

Why did this happen? I don’t have any insider information on the situation, so anything I’m about to say is strictly speculation. But based on the information that’s publicly available and my understanding of games and business, I’m going to try and write my way through what I think happened.

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Pick Up Post: Join the Darkside

Back in January, this THQ game caught a lot of people by surprise. People who were expecting it to be a God of War clone were surprised at how Zelda-like it’s gameplay was. It reviewed well and as far as I know, sold above the company’s expectations.

For a number of reasons, I kept tabs on it until it came down to a lower price. A few weeks ago, it hit $20, and I grabbed my local Best Buy’s last copy.

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Pick Up Post: Jam TE

My birthday just passed yesterday. While I’m past the point of gift-hording from everyone I know, my girlfriend was wonderful enough to spoil me on my special day. I got a few CDs, a 13-month subscription to XBOX Live and the piece of awesome picture above that you can read about if you hit the link.

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I Join The Mile High Club

For a game series I keep saying I have no interest in playing, I’ve done a terrible job of avoiding them. During a rash of cheap game buying, I ended up picking up the every Call of Duty game on the XBOX 360 that I didn’t already own (which was everything but Modern Warfare 2). My first experience was Modern Warfare 2, which has made enough of an impact on me to try out the rest of the series.

It just turns out that I’m working backwards from Modern Warfare 2. I felt that World at War at its best was pretty good, but it oftentimes felt like a knockoff of Modern Warfare 2 and at its worst, infuriated me to the point that I don’t want to play it ever again. I know that World at War was made by the Call of Duty “B-team”, so I was looking forward to playing the Infinity Ward game that first took the world by storm.

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