I had wondered about a "stickiness" factor. Portal is a decent example for this.
Compare that to, say, my score for Fahrenheit of 21ish and I then wonder how they balance up against each other. Actually, Fahrenheit still comes out top but the scale probably isn't correct. Fahrenheit wasn't twice as good as Portal, for me, in terms of value.
That stickiness factor, though, would need to have parity with the original hours-quality product. If it's purely additive then it becomes a fudge factor with no balance. Needs some thought.
As for WoW, and other longer games, where the experience is great in parts and pretty average in others, then I believe the correct thing to do is to break that experience into parts, for example:
Of course, your maths will vary.
Coming back to stickiness, I'm of a mind that quality has a play in this space too. Perhaps its a formula along the lines:
That might be a bit crude as that equates an hour of play time to a positive afterglow thought (i.e. those times where you felt happy that you'd played the game). Not sure they're that neatly balanced.
Code:
( 5 hours * 10 quality) / £5 = 10
Compare that to, say, my score for Fahrenheit of 21ish and I then wonder how they balance up against each other. Actually, Fahrenheit still comes out top but the scale probably isn't correct. Fahrenheit wasn't twice as good as Portal, for me, in terms of value.
That stickiness factor, though, would need to have parity with the original hours-quality product. If it's purely additive then it becomes a fudge factor with no balance. Needs some thought.
As for WoW, and other longer games, where the experience is great in parts and pretty average in others, then I believe the correct thing to do is to break that experience into parts, for example:
Code:
( ( 100 hours * 10 quality ) + ( 60 hours * 7 quality ) + ( 40 hours * 4 quality ) ) / ( £20 box price + ( 18 months play * £12 monthly subscription ) ) = 6.7
Of course, your maths will vary.
Coming back to stickiness, I'm of a mind that quality has a play in this space too. Perhaps its a formula along the lines:
Code:
( ( hours * quality ) + ( number of positive afterglow thoughts * quality ) ) / ( box price + ( subscription cost * subscription payments ) )
That might be a bit crude as that equates an hour of play time to a positive afterglow thought (i.e. those times where you felt happy that you'd played the game). Not sure they're that neatly balanced.