What do you mean ‘we have none’? That’s obviously not true. Even if no play-time statistics are openly presented (which are likely internally available) nonetheless there’s the steam database analytics available. According to them the current average play-time of the game per player sits by 81,3 hours.
81,3 hours hence is the number given by the overall count of all owners of the product which have started it up once, which means for every 1000 hour player we have roughly 12 ‘non players’ to derive this number.
Given that the average play-time for a new player is expected to be 20 hours for the campaign this means the average play-time solely sits 300% above the cut-off for finishing campaign. Since we have quite a lot of players investing 200+ hours into the game total (and several with 2000+ hours as well, Beta times are included) we can say the chance for players to have around a 25% chance to even finish the campaign would come decently close to the reality. Likely less rather, this is a positive estimation.
True, no direct, true, hard-numbered facts… but it would be fairly surprising if Last Epoch is the only game on the market which is a outlier of the norm. Nothing indicates that after all.
This on the other hand is very true. People have a proclivity to not start things which they deem unrealistic to finish in their mind. Be that true or not.
First of all… this clearly is an issue since the proclivity of different personalities is vastly different. Meaning that market share is not directly correlated with completion rate by design since long-term players provide a higher total overall market share despite a lower playercount compared to high playercounts with a low engagement rate, simply because they have less of a chance to lean into heavy spending.
It’s not about broad audience or small audience either, it’s about positioning yourself on the market in a space which has people take it over other presented products.
Because we need to be entirely fair here… Last Epoch has no chance to provide a unique experience currently either in mechanics nor in sheer content volume. The first simply for the case that it follows the core design principles of basic ARPG mechanics as nigh every competitor does (some better some worse) as well as having not the development time to catch up to the competition to compete in quantity yet. That’ll take time and is the major aspect fo why GGG is so well received… they shine in quantity and hence generally address more different mindsets then their competition, which gives them their large market share.
So EHG can only position themselves in the niches in-between, grow bigger and solidify their position this way into a stable long-term product that is hard to drag from its throne at what it does. And they do a good job with that.
Punishment for failing content is not as harsh as in PoE 1 or 2 but harsher then in D3, D4 and Torchlight Infinite. XP loss doesn’t exist… but XP gain is slower paced then competitors to make up for it. Long-term playing aspect to provide a goal even over several cycles given the variety of mastery classes. And several more points.
Depending on mindset there is a cut-off point for realistic acquistion though. The moment a player realizes their goal will take them 10k hours but their frustration limit is at 500 hours settled they stop. If someone finds out they’ll get everything they want in 500 hours but their frustration line is at those 10k they’ll feel ‘empty’ because the game doesn’t provide them enough.
For the psyche it does. There’s no way around it. Raising number goes stale. Goal reached, game limit reached.
A very very massive portion of people play solely based on content provided. Hence… they beat all content with a distinct end-point and then they’re done (End-line Aberroth in LE’s case). For fewer people the distinct end-line is any progressible secondary system outside of content itself being finished. Hence completionist mentality, which is maxing out Blessings… level 100… such stuff. Clear-cut, doable, end-goal in sight at all times.
And a very small amount of players go beyond into the min-max aspect.
If you solely want to provide a game for a broad audience without care for longevity then you provide a fantastic fairly long campaign and no end-game… because that’s how you get the biggest turnover rate of individuals to play the game. But they do it only once… which obviously doesn’t work with cyclic games like LE. Hence you provide end-game, so people have a longer amount of time in which they can enjoy the game. And then you provide progression beyond pinnacle systems for those which want to push as far as possible.
A missing ‘cut-off point’ which is at least partially reached is fairly important (LE is a bit wonky in that) but also not mandatory for short- to mid-term. But for a long-term game like a live-service one? 100% mandatory to have in a solid position, better early then late.
But that wasn’t what I was talking about either. As a individual you can’t complain going into a experience which is tailored to a specific clientele and then complain that it should instead be tailored towards you personally… that’s just not how it goes. You can shine a light on things saying ‘Hey, if you do this… you’ll likely get a bigger clientele!’ but oftentimes there’s already something available which does exactly that… so moving to that would be the better choice. And if not if the vision of the creators even aligns with that clientele shift. Not every company is out to get endless money without a seemingly infite increasing scale… in entertainment there’s a good junk of companies which just wanna… entertain people, and that’s it, money being a great bonus and necessity to do it, but beyond ‘I can do it now’ measures not mandatory.