Why most people don't finish video games (August 17, 2011 CNN article)
1 - 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.
2 - 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.
3 - 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.