The Value of a Game

Ronin Storm

Administrator
Staff member
I have a theory that one can price the value of a game to its players. By this I mean that there's a quantity of money that someone interested in that game is prepared to spend on that game in order to receive a certain quality of experience.

For example, I bought Empire: Total War off Steam as part of a Total War collection. I have a memory of this costing me around £50 (even if it wasn't, let's suppose it was). Out of that package, the only game I've played is Empire: Total War. Thus, I paid £50 for E:TW with the potential of playing some other games too. I've probably played E:TW for around 12 hours but then I was caught by a bug that destroyed my save game and I've not gone back (and have no intention of doing so until they can demonstrate they've fixed that). Thus, I've paid £50 for 12 hours of play. I'd characterise the actual play as pretty good but my overall experience as poor given the play-loss issue.

Given that scenario, I believe there is a fairly simple formula that describes the value of that, or any, game.

Code:
( Play Hours * Play Quality ) / Price Paid

An obvious controlling factor here is how one measures and quantifies quality and it's not an entirely linear scale. However, quality should be a sense of personal worth where a small value (e.g. 0.1) indicates an entirely disappointing experience, and a large value (e.g. 10) indicates a hugely rewarding experience.

Quality is clearly highly personal, of course. What I give a 10 to someone else may give a 0.1 to and both quality scores are valid. However, to compare a game's overall "value" the actual scale must be the same and quantified in the same way.

So, were I to throw some figures at that for E:TW, I might get:

Code:
( 12 * 6 ) / 50

I choose 6 as a score to indicate that the game was interesting but not really something that I found captivating. I have ignored the impact of the save game data loss as this is already captured in the artificially short play time of 12 hours.

Answer of 1.44. Doesn't mean a lot individually so let's pick a game I did like, Fahrenheit.

Code:
( 12 * 9 ) / 5

12 hours play for a quality of 9, meaning I really enjoyed it. I estimate the cost as it was a rental so really it's an apportionment of my rental subscription.

Total of 21.6. Said a different way, 15 times more "value" for me. That smells about right, actually, given that I talk about Fahrenheit even now but all I really feel about E:TW is irked and out of pocket even though I enjoyed the bits of the game I played.

Really, though, the point of this is to consider how much a game is really worth to us individually. Commonly, a short but good game can be considered a poor investment where it may actually turn out to be better value / more overall enjoyment than a longer game that was somewhat mediocre.

Now, I wonder how an MMO would factor in here...? Probably, one might have to consider it a game of phases, where you had more and less fun (i.e. more or less value), and also need to factor in subscription costs. That'd be an interesting test of this method of analysis.
 

thatbloke

Junior Administrator
Ok so I just checked my XFire profile and it turns out that while I had XFire on, I played WoW for 2146 hours.

Aside from my grievances with the game currently, I'd certainly rate the game as a 10 for the period that I played it.

I can't log on to my WoW account to check the full payment history but I would estimate that including the cost of buying the game+expansions and the subscription costs, I will have spent around £250 on it.

so, with a little rounding, that gives:

Code:
(2150 * 10) / 250
which gives a figure of 86.

Now take CoD4, which according to XFire I have played for 334 hours (and I'm still crap lol)

Again, based on my play time with it, I would rate this as a 10 in terms of quality. The game cost me £40 on steam so:

Code:
( 334 * 10 ) / 40
which gives a value of 83.5.

Pretty similar results :)
 

Ronin Storm

Administrator
Staff member
Yeah, that is interesting. Thanks for that TB.

Importantly, we can't compare our scores because our quality scales are not (necessarily) compatible. However, internally, it means that you feel that WoW and CoD were equally worthwhile investments.

Taking this a step further, I think you could go so far as to predict whether a game will be worthwhile buying. For example:

StarCraft 2 should easily have 50 hours of play in it. I'm hoping that it'll be at least an 8. I can get it on Amazon preorder for £30. Thus:

Code:
( 50 * 8 ) / 30 = 21.3

21.3 makes it sound as worth playing by buying as Fahrenheit, even though the quality is a little less. But what if it's a bit disappointing? Maybe I only get 10 hours of play and at a 6...

Code:
( 10 * 6 ) / 30 = 2

Hmm, not so good and given my experience with E:TW is in that bracket I'd have to wonder whether it was worth it.

That said, that's just based on my confidence. If, instead, I knew I was going to buy a game but wasn't sure which one then I could use the same mechanism to compare the two games to figure out which one would be worth more, to me.

All comes down to a rational quality scale, though. I guess that's rather similar to a reviewer's scoring system in terms of complexity (does 10 mean it's perfect? obviously not... but that's what it seems to imply).
 

BiG D

Administrator
Staff member
Also note that you get wildly different scores based on current exchange rates too :p
 

Ronin Storm

Administrator
Staff member
Also note that you get wildly different scores based on current exchange rates too :p

That said, I think that's still a fair representation of game value. If you and I use the same quality scale, score the game the same and play the game for the same amount of time but I pay half as much then, logically, I've had twice as much value out of my game (twice as much bang for my buck, or half as many bucks for the same bang really).
 

BiG D

Administrator
Staff member
Right, but are you accounting for inflation? A $40 game five years ago was less value than a $40 game today...
 

Ronin Storm

Administrator
Staff member
Right, but are you accounting for inflation? A $40 game five years ago was less value than a $40 game today...

Hmm, that's tricky. I was going to argue with this one on the lines of proportions of total or disposable income, claiming that very roughly inflation would affect games and other entertainment products evenly.

However, my formula does not account for that. To it, $40 is $40, regardless of whether that would have bought me 8 pizzas or 4 pizzas.

That said, it does work the other way around. If I spend $40 on a game now and then, in five years time, spend the same on a game then the values at the individual points in time are true. The complexity is that the 5 year old game now costs only $5 in the bargain bins. Looked at that way, the value of a game increases over time, as its cost goes down. Conversely, given sufficient time and an over attention to the latest flashy graphics, the perceived quality of that game may also be falling along with its cost, and perhaps its play time too. Back in the day, I played a lot of Doom 2. These days, it may be practically free (if not entirely free?) but the time:quality product would also be very low.

That said, a free game isn't actually zero cost thus doesn't have infinite value. I wonder whether cost should also take an apportionment of the cost of running a PC that can play that game...
 

thatbloke

Junior Administrator
Hmm, that's tricky. I was going to argue with this one on the lines of proportions of total or disposable income, claiming that very roughly inflation would affect games and other entertainment products evenly.

However, my formula does not account for that. To it, $40 is $40, regardless of whether that would have bought me 8 pizzas or 4 pizzas.

That said, it does work the other way around. If I spend $40 on a game now and then, in five years time, spend the same on a game then the values at the individual points in time are true. The complexity is that the 5 year old game now costs only $5 in the bargain bins. Looked at that way, the value of a game increases over time, as its cost goes down. Conversely, given sufficient time and an over attention to the latest flashy graphics, the perceived quality of that game may also be falling along with its cost, and perhaps its play time too. Back in the day, I played a lot of Doom 2. These days, it may be practically free (if not entirely free?) but the time:quality product would also be very low.

That said, a free game isn't actually zero cost thus doesn't have infinite value. I wonder whether cost should also take an apportionment of the cost of running a PC that can play that game...

While potentially valid arguments, stop complicating things :p
 

BiG D

Administrator
Staff member
I'm thinking you need to base the value of the game on its cost relative to other games at the time. Perhaps a percentage of the typical AAA game on release?

(hours * quality) / (price / AAA price)

So:
World of Goo -- (15 * 9) / (20 / 60) = 405 (old system: 6.75)
FarCry 2 -- (50 * 8) / (60 / 60) = 400 (6.6666)
Deus Ex -- (50 * 8) / (35 / 50) = 571 (11.42)

Yes, the numbers are way bigger. It also means you have to guess at the average cost of a new AAA game at the time of purchase. It does prevent games that you bought 10 years ago from inflated value, though.
I wonder whether cost should also take an apportionment of the cost of running a PC that can play that game...
I was going to mention that next, along with specialty controllers and such. That just throws an even bigger monkey wrench into the whole thing :p
 

Gizmo-5

In Cryo Sleep
maybe a good way of gauging "Funs" per hour would be to think of funs as those moments that make you react to the game in some way, these can be "Oh Shits!" or "Lol Awesomes!", Like those moments in team games where everyones fulfilling their role and you achieve your objective ("get to the choppas?") or an aspect of the game makes you revel in its craftsmanship, be that animation, music or general awesomeness (for me an example of this would be the airbourne in coh, when the green smoke lands and the little dudes paradrop in, it always gives me a buzz)

Likewise, things that would detract from the game experience, like serious bugs, clunky gameplay mechanics, frustrating difficulty, or imbalance or unfairness would detract from the funs had by players.

It is important to assume perhaps that a game is always in a state of neutraility, or 0 on our funs scale. this being neither good or bad. So if a game bores you, this neither detracts or adds to the score at the end, it is therefor down to the game to impress you to add to its funs score.

forgive me if ive derailed your thread, i am very tired :eek:
 

Wol

In Cryo Sleep
Tf2:

based on current price of orange box (£17, and that tf2 is one of three games each priced at £14 individually, and that im ignoring hl2:ep1 and hl2:ep2 as part of this), so about £5. (working on percentages, it should be £4.17ish)

play hours = aroundabout 500 now
play quality = 8 / 9ish? Sometimes its really good (the i37 stint was absolutely hilarious) and when im on a roll i really enjoy it. Other times its a good timewaster but not absolutely amazing. It depends a lot on the server at the time.

so 500 * 8.5 / 5 = 850 :-D so value for me is pretty damned good ;-)
 

BiG D

Administrator
Staff member
You can't go using the current price, you use the price you bought it at!
 

Wol

In Cryo Sleep
to be honest, I dont think that value is far off what I paid for the orange box originally as i bought it on the preorder offer price. Considering that was two years ago, I cant remember that well, but i dont think that it was far off!
 

Ronin Storm

Administrator
Staff member
Ah, but it's not based on current price, it's based on your purchase price. Wouldn't that make it a bit higher?

Still, the actual value you get from TF2 is probably still in the multi-hundreds!
 

Wol

In Cryo Sleep
"An error has occurred. We apologise for this inconvenience.

You can continue with Internet Banking. Please choose an option from the left or from the navigation buttons along the top of the screen."

Maybe once nationwide gets its ASS INTO GEAR i might be able to give you a proper number! I thought using the current price of the orange box was probably a good estimate on the price I bought it for :p Will update once the internet stops failing.

edit - huzzah for paper statements: okay. tf2 comes to aroudn £6.50. So an overall personal value of 650 :-D woop.
 

Haven

Administrator
Staff member
I think there's too strong a weighting on "hours played" as a constructive value. If the aim of the game is to keep playing the game (wow) as opposed to just completing the game (portal) then the system will always bias against games with ending. Some of this crosses over into Quality territory which makes me think that we're missing a third value along with time played and quality ... something like "stickiness" i.e. how long you remember or re-live a game, how long it stays around in popular culture or on release.

Just my vague rambling thoughts for the morning :)

{edit}
I also think you should only include a weighting on cost regarding hardware when its required i.e. Guitar Hero. The console and controllers (or PC) are generic or optional and many games are released on different platforms which should cancel out the need to factor these in unless specific new hardware is required that differs from the norm.

I'm thinking you need to base the value of the game on its cost relative to other games at the time. Perhaps a percentage of the typical AAA game on release?

(hours * quality) / (price / AAA price)

So:
World of Goo -- (15 * 9) / (20 / 60) = 405 (old system: 6.75)
FarCry 2 -- (50 * 8) / (60 / 60) = 400 (6.6666)
Deus Ex -- (50 * 8) / (35 / 50) = 571 (11.42)

Yes, the numbers are way bigger. It also means you have to guess at the average cost of a new AAA game at the time of purchase. It does prevent games that you bought 10 years ago from inflated value, though.

I was going to mention that next, along with specialty controllers and such. That just throws an even bigger monkey wrench into the whole thing :p
 

Silk

Well-Known Member
TF2 was worth the money for i37 haven match alone, turning a game around at the very last second. Yeah.. we should have played it more :)
 

SgtFury

Junior Administrator
Staff member
It was the look on everyones faces around us...

We had been very quiet up to that point then suddenly cheers and crys were going up all over the place :D

And as for the turnaround... We was robbed!
 

BiG D

Administrator
Staff member
Agreed about the bias time played introduces.

I also think you should only include a weighting on cost regarding hardware when its required i.e. Guitar Hero. The console and controllers (or PC) are generic or optional and many games are released on different platforms which should cancel out the need to factor these in unless specific new hardware is required that differs from the norm.
Guitar Hero is playable with an xbox controller. :p

I do think hardware costs are important, though. Something like Crysis requires a much more robust rig to enjoy than, say, Plants vs. Zombies. Your enjoyment of the game will be negatively affected if you don't have something top-of-the-line.
 

Angelic

Active Member
How about Portal then? I think most of us will agree that it's a totally awesome game, yet with its very limited playtime it wouldn't score very high on the "quality" scale.

Similarly, WoW may be rated as 10 overall, but gets very dull from time to time with unfun passages (say, grinding something, whatever) - so we should make a weighted average accounting for some percentage of the hours spent played as 10s but some percentage as 6es or so.
 
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