RG35XXSP
In what I like to imagine as an Ocean’s Eleven-style delivery, my Anbernic RG35XXSP (hereafter SP) arrived to its new home two weeks or so ago with its then-current sales price intact, e.g. no surprise tariffs. Unfortunately for anyone currently reading this, Anbernic is suspending shipments to the US. They supposedly have a warehouse in the US they can ship from, but for how long remains to be seen.
Anyway, here is the SP next to the Mini+:

There are plenty of Youtube videos out there with detailed analyses between the two, so I won’t get into that here. What I will say is that if I had to do it all over again… I would have gotten an emulator with a thumbstick. In probably a horizontal orientation. So… maybe just a Retroid Pocket 5.
To be clear, the main “problem” I have is probably N64 envy. When I was looking at the curated list of 100s of games from my youth, the first thing that came to mind to try was Super Mario Kart (SNES). While that was nice, it was also, well, extremely basic. Which, of course it was. So then I moved up to Super Mario Kart Advance (GBA) and that felt a bit better with more interesting tracks and items. And then I took a detour into Super Mario 64 and that… didn’t feel that great. It actually played just fine on the SP, but obviously you have to use the D-pad as an analog stick.
As a somewhat related aside, I’m not sure if this is a handheld issue or an emulator issue or something I’ve just forgotten about in the intervening decades, but holding down B to run and pressing A to jump while moving is… hard? Like, I’m talking in the original Super Mario Bros. If you let go of B in mid-air, you lose any momentum you have when you land, if not while airborne. Did we all just smoosh our thumb-meat inbetween those two buttons and rock it 45 degrees when you needed to jump? I’m tempted to change the controller scheme to add one of the shoulder buttons as a Run button.
Aside from Nintendo, one of the other games I have surprisingly been playing is Xenogears. At first, this felt a bit awkward on the SP considering Xenogears is a 3D game with a spinnable camera and even a jump button… until I realized that the PS1 didn’t have analog sticks either. Oh my. In any case, I’m not certain that I will continue playing Xenogears much on the handheld devices, specifically because when I have the opportunity to do so, I usually can’t have the sound cranked up. Probably half the nostalgia of these games – and especially Squaresoft ones – comes from the soundtrack, so it’s a big loss. All of which brings up my reminder about your use case for emulation. Bring some headphones, at least.
In any event, what I can say is that between the SP and the Mini+, I do prefer the SP. There is an argument that the SP might have a hinge problem in the future, but there is something deeply satisfying about being able to close the clamshell at a moment’s notice and forget about the device in your pocket without having to baby it. I bought the Mini+ with a carrying case, but at that point the “pocket portability” aspect is diminished. The SP is probably not good for my 6-year old who would undoubtedly just open and shut the lid a 1000 times absentmindedly, but it’s certainly safer from a screen point of view once he’s older.
OldSpend vs NewSpend
A couple weeks back, the blogging theme of the week was looking at how much money you’ve spent on Steam over the years. I was not entirely interested at the time, but after navigating my way to the result, what I did find interesting were two distinct numbers:

“OMG I spent $2,846.65 over the course of… like 21 years!” Sure. I don’t consider $11.30/month over more than two decades a particularly noteworthy entertainment budget. Especially considering I played WoW for more than half that time. Certainly cheaper than (now) Netflix.
No, the interesting number is the OldSpend of $1,853.89. That number (already in the total) is defined as money spent before 2015, when there was presumably some updates to the backend systems. Which means I spent 66% of the total amount on Steam games in the first 10 years as compared to the last 11. That tracks with the rise of Humble Bundles, the decline of Steam sales, and so on.
Steam is still getting their cut of sales from these middlemen, but I did find it interesting nonetheless.
Impressions: FF7 Rebirth
I started Final Fantasy 7: Rebirth, middle-child of the “break glass in emergency” remake gambit trilogy.
The first game started extremely strong, with an overdose of weapons-grade nostalgia straight to the jugular. Midgar exceeded my expectations (and formative memories) in a way I thought would have been impossible. I mean, when they say “you can’t go home again,” the implication is usually not that the today home is so outstandingly better that it blows the old home out of the water. The personalities, the dialog, the little mannerisms… chef’s kiss. Has it really been three years?

However, you’ll note we’re now in paragraph three without saying anything about the current game.
Visually, Rebirth an outstanding feast for the eyes. The level of detail in random corners of the city of Kalm is mind-blowing considering how (presumably) little of the game will be based there. The setting of FF7 has always been one of my favorite parts of the game – the juxtaposition between technology and magic and a world in decline – so seeing Cloud walk past vending machines and people taking pictures while he has a huge Buster Sword strapped to his back somehow hits all the right notes for me.
However, there is some significant trepidation on my part. One of the first big post-tutorial reveals is… the Grasslands! You know, the like… generic overworld between points of actual interest in the original game. While I appreciate that the devs were perhaps trying to recapture the 1997 experience when you realized that Midgar was only the opening sequence in the game, my own reaction was a heavy sigh once a big gray map popped up. I further massaged my temples when I later saw 37 different icons appear all over the map. You cannot have nostalgia for doing the same open-world checklists that exist for every modern open-world game. While it is presumably possible to ignore everything else and just hit the next Main Scenario icon, that leads me to the next source of concern: the battle system.

It’s still extremely early on, but as far as I can tell the battle system has only gotten more complex and even less fun as a result. The ATB system is still there, which means actual combat revolves around you spamming light attacks until you fill a meter and can use exciting features like Item or Spell or Ability. Low on health? You better… attack the enemy some more and hope you live long enough to undo a small amount of the damage you took trying to fill up the meter to allow you to heal. But, be careful: just like last game your precious ATB action can be interrupted, or miss entirely if it’s an attack. Which I could understand if this were a Souls-like or whatever, but it is not.
The new combat system additions are Synergy Skills and Synergy Abilities. Once unlocked in the “Folio,” Skills can be used while pressing the Block button and allow two party members to do a special action without needing the ATB gauge. Which is good, giving you at least some extra buttons to push aside from X spam. Synergy Abilities are super-Abilities between two party members that are only active once each character has used enough ATB actions. Some of these are cool, as they result in unique buffs that last quite a while, like giving characters infinite MP. Which, now that I think about it, isn’t as cool considering you still have to have a free ATB bar built up to utilize.

It’s like, what even is this combat system? Spam tiny attacks to fill a meter and then slow down time to select Abilities/Magic, then switch between multiple characters to do the same, then you eventually get to cast Summons (ATB-based), or Limit Breaks, or now Synergy Abilities.
I’m only 7 hours in, so maybe combat gets better this time? Please tell me it gets better. Sigh.
In other words, it’s a rough start to FF7 Rebirth. I’m going to stick with it because Junon, Golden Saucer, and Costa del Sol – along with the overall direction – but Square Enix ain’t making it easy to get there.
Handheld Emulation
Let’s talk handheld emulation for a bit. I recently purchasing a Miyoo Mini+ after watching a bunch of Youtube videos, so I am, of course, now an authority on the subject. If you want to be one too, let’s go.
TL;DR?
If you’re new to the hobby, just buy one of the cheap models and live with it for a few weeks. It’s very easy to get lost in the sauce when there are like 50+ models across an entire spectrum of price-points, form-factors, and capabilities. If you find yourself not using it, great, you’re only down the cost of one AAA game or whatever. If you find yourself using it a bunch, or wishing you had a different model because you want to play X game on Y console, then congrats on the certainty.
For myself, I bought the following (prices as of today):
- Miyoo Mini+ w/ case ($55 Amazon; $40+$3 AliExpress)
- Anbernic RG35XXSP Flip ($80 Amazon; $60 AliExpress)
Why did I get another one? Although the case is nice with the Miyoo Mini+, turns out that portability takes a hit if you try to bring both. Having something with a clamshell design (RG35XXSP) seems much more intuitive and portable to me. Plus, the RG35XXSP is supposedly able to play some N64 games, and that is intriguing even though it doesn’t have analog sticks.
I haven’t received it yet, so the verdict is still out if it was a good idea.
Keep the Ceilings in Mind, Though
Unless you just like collecting gadgets, there are a few logical “ceilings” to consider. For example, I’ve bought two handhelds that cost a combined $135. That’s creeping up on the following alternatives:
- Switch Lite – $199 + $50/year sub
- Steam Deck – $399 (or $549)
- Odin 2 Portal Pro – $399
- (future) Switch 2 – $449 + $50/year sub
The Switch Lite is up there not because you can easily hack it to play ROMs – I don’t consider micro-soldering “easy” – but because the Nintendo subscription thing will grant you a Game Pass-esque access to a bunch of games up to N64. Does it have everything? Nope. But if your nostalgia is focused on Nintendo, well, it has most everything (non-Pokemon, non-Squaresoft) you could want.
Beyond that, you’re looking at $400+ and needing to decide how easily to play Steam games.
Final Thoughts
If you want to do your own research, I recommend the Retro Game Corps channel. All of his videos are very detailed, down to how the buttons feel to push, and he has covered pretty much every device.
Not to encourage any FOMO – and it’s probably being priced in already – but this particular hobby might end up collapsing soon due to the removal of the de minimis exemption:
Shipments under $800 that are sent through the international postal network will be “subject to a duty rate of either 30% of their value or $25 per item (increasing to $50 per item after June 1, 2025).”
I did a lot of Googling to try and figure out if “whichever is lower” (or higher, possibly) was accidentally left off, if both apply, or what. Assuming it’s just the 30% though, well, all of these devices are getting 30% more expensive extremely soon. Along with everything else too, of course.
Anyway. Back to the escapism.
Switch 2 Paying Too Much
In the weeks leading up to today, I was actually looking forward to hearing the details about Nintendo’s next console, Switch 2. Which might seem odd, considering I let the entirety of the original Switch lifecycle pass me by. And, actually, the last console of any kind that I purchased was a PS3 and I barely played any of the games I bought on that. I did upgrade my PC in 2022, and that is where I do most of my gaming. But… well, I have recently started being interested in portable gaming and figured that if I were to jump into the waters, maybe the Switch 2 would be as good a place as any.
Except, perhaps, when it costs this fucking much:

- Switch 2 console – $449.99
- Mario Kart World – $79.99 (!!!)
Leaks were suggesting $399, and it’s “just $50 more” as some say… but look at the game prices now. We were just talking about analysts suggesting (and begging) for Grand Theft Auto 6 to launch at $100, and it seemed like an absurdity. But here’s Nintendo leap-frogging the new $70 “standard” and going right for $80. And since it is Nintendo, these game prices are going to basically be set in stone for the decade – no Summer Sales or discounts for us.
Well, aside from the $500 console bundle with Mario Kart, saving you $30 one time.
The grand irony is that I had started getting interested in the Switch 2 because I developed a renewed interest in handheld emulators. I fell into a deep YouTube rabbit-hole around the explosion of these handhelds, and even picked one up myself on the cheap (Miyoo Mini+). This was technically (even more) unnecessary considering I still have a PSP and even an OG DS which are both set up to be emulators. In my mind though, I wanted something dedicated to emulation specifically, with a smaller formfactor, with the assumption that I may give it to my son once he gets into gaming. With me playing it in the meantime, of course.
After playing around with the Miyoo Mini+ though, I discovered strange sort of nostalgia holes. It will play up to PS1 games no problem, but I started thinking about the N64 games I might want to play again. Or GameCube. But not PS2, for some reason. Anyway, once you start looking into that direction, your options shrink until you start hitting the “Steam Deck” tier which is $400 (or more). At which point, well, here we are again. Although potentially tackling my Steam backlog…
…I wonder how long it will take for the Switch 2 to be cracked? Best of all worlds, potentially.
In any case, god damn, Nintendo. There are plenty of talking heads saying that $70/$80 games are “necessary” to “save” the industry. What’s not often mentioned is how many chairs will be remaining once the music stops. Gamers were already spending 60% of their time playing 6+ year old games back in 2023, so how many new $80 titles do you think they’ll be buying in 2025 in this economy? Nintendo will probably be fine. Other studios? Probably not so much.
Avowed – The End
Got the end of Avowed after 66 hours.
Despite souring on the combat, I did not rush through the end. Aside from a few hidden treasures in the last zone, I otherwise completed all of the side-quests available. Due to the strange open-endedness of Avowed, sometimes it was not clear whether these were legit side-quests or just required story beats done out of order. Either way, I wrung out every ounce of whatever value Avowed had.
And in the final analysis? Avowed was not redeemed in my eyes… but it got closer than I expected.
To me, there was a disconnect between the story and the plot. Maybe those are the wrong terms, but follow me for a moment. I consider the plot to be the main quests and decisions you make in each of the four zones. None of those bits were especially interesting, and not just because I didn’t know what my motivation was supposed to be – the “choices” were just too comically extreme. For example, the game tells you Animancy is banned in your empire, that it’s dangerous, etc. What the game doesn’t do is show you it’s dangerous, or why it’s banned, just that it is. You then get asked if you want (or accidentally allow) every Animancer in the area to die. Huh? The fourth area was even worse.
The broader story on the other hand, I did find more interesting. Each zone has a god totem you can put together from pieces hidden about, and the first time I completed one and then heard their conversation… I was quite intrigued. I did not finish the first Pillars of Eternity game, but I am vaguely aware that the gods get involved a bit more personally in the setting (although what RPG endgame doesn’t, amirite?), and I’m all for it. That bit was very interesting to me, and may be a seed that grows into a desire to play PoE 1 & 2 later. Then again, I technically already know what happened.
In any case, I have zero interest in any future Avowed DLC and have already uninstalled the game.
Avowed – What’s My Motivation?
I haven’t written much because I’m trying to work my way through Avowed. And it really is work at this point, because Avowed is not a good game. But I feel it is not good in a similar way that Bioshock Infinite was not good: the most frustratingly nuanced ways imaginable.

One example is with the combat system. I’ve talked about it all before, in that Ranger was strong but boring, Warrior was active but weak, and Wizard was both active and strong. About halfway through the 3rd zone though, none of it really mattered – even the Wizard became a chore. There are a lot of little reasons that quickly add up in the background until it hits you all at once.
- Very few enemy species (mostly beetles, spiders, bears, lizardmen)
- Very few enemy types (shield guy, magic guy, healer guy, ranged guy, summon guy)
- Zero percent chance any dropped loot is useful in any way
- 99% chance all the encounters feature 6+ enemies
- 100% chance all the encounters play out the same exact way, regardless
- Leveling and upgrading largely become perfunctory starting in 3rd zone
Regarding the last point, Avowed has a really shitty talent/skill tree. It’s not something I’ve seen many other people talk about, but it’s one of the most uniquely uninspired one I’ve ever seen in a game. Seriously, look at this shit. Warrior has 6 buttons to press, Ranger gets 5, and Wizard… 21, technically. But look at the level 15 and level 20 bands, which is where one might assume you’re getting the biggest power boosts. Outside the active button, Fighter gets shit like… perfect (!!) blocks rebound arrows, and you deal 70% of the damage you received. Ranger gets increased crit chance (already 100% when you hit weak spots), and bonus damage on unaware enemies. Wizards get… increased elemental accumulation, but you have to spec into each element individually.
Oh, and on the ultimate level 20+ band? Fighters can… heal companions by 10% when you kill enemies! Rangers can… deal more stun accumulation with power attacks with ranged weapons! Wizards can… get fucking nothing, unless you want to learn Meteor Shower without a spellbook, which you never would because spellbooks give you like an 80% Essence discount on that otherwise meter-eating spell. Yes, Arcane Seal is something a Wizard can take at 20+ and effectively have infinite Essence regen. But at that point in the game, you effectively have infinite regen already from the hundreds of random vegetables you’ve collected throughout the game.

The other half of character progression is also shit. Getting Uniques out in the world has long ceased to be exciting. First time you replace a generic weapon with Unique? Fantastic. The second time? Frustrating, because you likely sunk a bunch of upgrade mats into the first one. Then you start to realize that none of the special abilities of Uniques matter all that much compared to the overall “tier” due to the asinine enemy “level” balance. If your stuff is blue and they are purple, you deal 35% less damage and take 35% more damage. Meanwhile, each time you upgrade a weapon or armor, you get silly shit like +9 damage or -4 damage received. Upgrading a Unique never boosts the special effects… why?
Finally, I want to talk about the story in general terms. I’ll throw a Yellow spoiler warning just in case, but the short version is: the game never answers the question of “what’s my motivation?”

The general premise of the game is that you are a godlike of an unknown god, working in the court of an Aedyran emperor. You are then tasked with solving the Dreamscourge plague problem in the Living Lands, an isle that the emperor is interested in taking over. You are sent over as an Envoy of the emperor himself, granting you leeway in resolving the Dreamscourge crisis in any manner you deem fit.

The problem is that all the Aedyran empire stuff just up and evaporates as soon as you step on the docks, unless you commit to being cartoonishly evil for the rest of the game. And if you do, all of your companions are from the Livings Lands, so they’ll be mad at you for everything you do. Having evil options in RPGs is a good thing even if players do not typically engage with it, but the problem is setting up your game to support it. None of your Avowed companions will leave you no matter what choices you make. There are no Aedyran or Steel Garrote companions, which would make such an evil playthrough more reasonable. And while I have not yet finished the game at the time of this writing, I haven’t really seen any good motivation to even care about the Aedyran side of things. Nobody is reminding you of your duty to the emperor, or even really questioning your loyalty.
This is not the first place Avowed leaned so far into “roleplay” that it fell directly into RPG mad libs. There are frequent dream sequences throughout the game where you are asked to choose how events in the past played out. Some of these choices lead to you getting one godlike ability versus another, but the majority of it is just… there. I understand that there are (presumably) people who like this sort of thing, but Avowed just sort of drops it on your porch and leaves. There’s no context, no sense of purpose. Again, what’s my motivation? Am I training somebody to be more forgiving or spiteful, depending on my dream answers? Or am I literally playing one-person mad libs?

I get that this may not sound all that different from all the normal RPG choices you encounter in the genre. In Baldur’s Gate 3, you can choose to free a gnome strapped to a windmill or send him flying by cranking up the speed. That choice doesn’t matter too much in the scheme of things, either way. Except, of course, to the gnome, and possibly some party members. But that at least has some immediate context and consequences and feels like a real choice. There are some quests vaguely similar to that in Avowed, but they all ring hollow. Perhaps in the abstract the quests are identical, and I’m just not invested in the world of Avowed in the same way as BG3 or Mass Effect or anything else. Or perhaps the devs simply were painting-by-numbers and forgot to include a soul in their creation.
And that brings me back to the Bioshock Infinite comparison from the top. There are some games in which I can understand people enjoying, even when I do not. League of Legends? That’s definitely of no interest to me, but I get it. Overwatch 2? Sure, I enjoyed the original for a time as well. Call of Duty? I prefer the Battlefield series, but a more arcade feel can be fun.

If someone says Bioshock Infinite is one of their favorite games though, my eyebrows go all the way up. Maybe the DLCs fixed the plot later, but Bioshock Infinite’s story was otherwise objectively terrible, like Mass Effect 3 original ending terrible. I feel the same way when I see people online say Avowed is a 9.5/10 or they are eager for another playthrough. I don’t even want to finish this first playthrough, let alone running around opening chest after chest of the same random crafting materials again. Some aspects of Avowed are fantastic genre improvements, like the feel of melee and the feel of exploration via jumping/traversal. Unfortunately, tragically, there is just no follow-through, no stuck landing.
The only way I can see Avowed being someone’s favorite RPG or deserving of a high score is if they simply haven’t played better games before. Which, given that many of my own favorite games came out 10-20 years ago, might be increasingly understandable. What a bummer.
I suppose there is still time in the 4th Act and resultant endings for Avowed to pull a miraculous redemption. Well, aside from the combat and itemization and character progression and world interactivity – those ships have already sailed. We’ll see if the plot payoff was worth the pain.
Avowed – Veneer Off
I have added another 16 hours into Avowed (total: 32), clearing the entire second zone. And while some of what I reported earlier is still accurate – traversal is fun! – the game’s veneer is definitely rubbing off.

Combat, which hitherto has been fun, is now very rote. For the first half of the second zone, I respecced into a Ranger gun build and almost ended up abandoning the game entirely. There was… just no buttons to press. Sure, Ranger has a sort of vines CC ability, but aside from that, it was power attacks from pistols and nothing else to actively press. Technically I could have grabbed some more active buttons from Wizard as well, but Ranger is the only real splash-class, and trying to elevate your Intellect stat to the point where spells are relevant is a fool’s errand without just being a Wizard.
During the last half of the zone, I went into Fighter, first with a 2H weapon focus and then 1H with shield. Fighter had some more buttons to press – including a very satisfying Charge – and was a more dynamic experience overall with the Parry mechanic and blocking. The issue is that the DPS was just not really there. Avowed loves to throw groups of 5+ enemies at you, which is understandable considering Rangers/Wizards will nearly one-shot most of them from range in the opening salvo. As a Fighter, it’s not satisfying at all spending all your Stamina trying to block/dodge so many enemies. Although you do have two squad mates to help spread aggro around, the reality is that so do Rangers/Wizards, and those classes can actually eliminate enemies quickly. Which technically goes against the “gameplay” of Fighter, as if things die before you get into Parry chains or full attack combos, a lot of the Fighter-based weapons are useless. Which they are anyway, since they don’t kill quickly.
The other major issue that I glossed over previously was the world in general and interactivity in particular. Avowed is not Skyrim. Which is fine, most games aren’t. But as a first-person fantasy game that came out 14 years after Skyrim, Avowed is incredibly static. NPCs barely move (if ever), there is no world reactivity, there is no “stealing,” and every object out in the world is bolted onto the floor, aside from some breakable crates. To be fair, this is more an intellectual criticism, as I hardly noticed anything amiss in-game. But now that I have, I see signs of a Hollywood set everywhere. Which might have been fine, if this were not a fantasy RPG released in 2025 for $70 MSRP.
The final thing that is really dragging me down is the upgrade system and Unique weapons. I have been playing the game “as intended” when it comes to looting and experimenting, but have come to find out that the devs punish that playstyle. For one thing, all the respeccing I have done required me to upgrade several weapons that, oops, I am no longer using. Then I found out that all unique weapons in the world scale to the highest upgraded weapon you own at the time of pickup. What this means is that if the best weapon you have is Fine (blue quality), all the uniques you discover will be Fine. However, if you funnel all your upgrades into one particular weapon and get it to Exceptional (purple), those same uniques would have been Exceptional. And this works all the way into Superb (red) and Legendary.

Do you like exploring the map and picking up things organically, doing a few upgrades here and there? Punished! Because now if you decide to go with another weapon or playstyle, you will need to double (or more) the upgrade materials required to level them up. Which, let me remind you, is very necessary because weapons and armor get a debuff if they are more than a few “tiers” below the enemies you are facing. Also, remember that enemies and money is finite in this game, so it is very possible to just screw yourself and be locked into something that is no longer fun.
Which might just be the entire game itself for me, at the moment.
I don’t know, guys. Not everything I play needs to be Game of the Year material; lord knows I play plenty of trashy survival games for hundreds of hours. But, truly, Avowed feels like a game that would have been really great… in 2015. Or maybe 2010. Obsidian is not Bethesda, yes. But this also ain’t New Vegas. And between this and Outer Worlds, I’m thinking that Obsidian needs to stick to what they do best: iterating on the shoulders of better games, rather than trying to make their own.
Grounded was great though, so… ¯\_(ツ)_/¯




Dollar Per Hour of Entertainment
May 7
Posted by Azuriel
Today I want to talk about the classical “$1 Per Hour of Entertainment” measurement of value. This has been a staple of videogame value discussions for decades. There are multiple problems with the formula though, and I think we should collectively abandon its use even as general rule of thumb.
The first problem is foundational: what qualifies as “entertainment”? When people evoke the formula, they typically do so with the assumption that hours spent playing a game are hours spent entertained. But is that actually the case? There are dozens and dozens of examples of “grind” in games, where you must perform a repetitive, unfun task to achieve a desired result. If you actively hate the grinding part but still do it anyway because reward is worth it, does the entire process count as entertainment? Simply because you chose to engage with the game at all? That sounds like tautology to me. May as well add the time spent working a job to get the money used to buy the game in that case.
Which brings me to the second problem: the entertainment gradient. Regardless of where you landed with the previous paragraph, I believe we can all agree that some fun experiences are more fun than others. In which case, shouldn’t that higher tier of entertainment be more valuable than the other? If so, how does that translate into the formula? It doesn’t, basically. All of us have those examples of deeply personal, transformative gaming experiences that we still think about years (decades!) later. Are those experiences not more valuable than the routine sort of busywork we engage with, sometimes within the same game that held such highs? It is absolutely possible that a shorter, more intensely fun experience is “worth” more than a mundane, time-killing one that we do more out of habit.
Actually, this also brings up a third problem: the timekeeping. I would argue that a game’s entertainment value does not end when you stop playing. If you are still thinking about a game days/months/years after you stopped playing, why should that not also count towards its overall value? Xenogears is one of my favorite games of all time, and yet I played through it once for maybe 80 hours back in 1998. However, I’ve thought about the game many, many times over the intervening decades, constantly comparing sci-fi and/or anime RPGs to it, and otherwise keeping the flame of its transformative (to me) memory alive. Journey is another example wherein I played and completed it in a single ~3 hour session, and I still think about it on occasion all these years later. Indeed, can you even say that your favorite games are the same ones with the highest dollar per hour spent playing?
The fourth problem with the formula is that it breaks down entirely when it comes to free-to-play games. Although there are some interesting calculations you can do with cash shop purchases, the fact remains that there are dozens of high-quality games you can legitimately play for hundreds of hours at a cost of $0. By definition, these should be considered the pinnacle of entertainment value per dollar spent, and yet I doubt anyone would say Candy Crush is their favorite gaming experience of all time.
The final problem is a bit goofy, but… what about inflation? The metric has been $1 per hour of entertainment for at least 20 years, if not longer. If we look at 1997, $1 back then is as valuable as $2.01 today. Which… ouch. But suggesting that the metric should now be $2 per hour of entertainment just feels bad. And yet, $1 per two hours of entertainment also seems unreasonable. What games could hit that? This isn’t even bringing up the other aspect of the intervening decades: loss of free time. Regardless of which way inflation is taken into account, fundamentally I have less time for leisure activities than I did back in high school/college. Therefore the time I do have is more valuable to me.
At least, you’d think so. Lately I’ve been playing Hearthstone Battlegrounds (for free!) instead of any of the hundreds of quality, potentially transformative game experiences I have on tap. Oh well.
Now, I get it, nobody really uses the $1 per hour of entertainment metric to guide their gaming purchases – they would otherwise be too busy playing Fortnite. But, fundamentally, calculating the per hour rate is about the worst possible justification for a discretionary purchase, the very last salve to ease the burn of cognitive dissonance. “At least I played this otherwise unremarkable game for 60+ hours.” Naw, dawg, just put it down. Not every game is going to be a winner for us individually, and that’s OK. Just take the L and move on. Everything is about to start costing $80, and you sure as shit don’t have 20 more hours per game to pretend you didn’t get bamboozled at checkout.
But you know what? You do what you want. Which is hopefully doing what you want.
Posted in Commentary, Philosophy
3 Comments
Tags: Dollar Per Hour of Entertainment, Entertainment, F2P, Fun, Inflation