Like most people reading this, my gaming backlog list is beginning to resemble the printed receipt from a two-week supermarket shop for a family of eight. There are simply too many good games, and realistically, Iâm never going to play them all.
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Given there are only so many hours in the day, and the need to do little things like work and sleep, my system has been to prioritise this as best I can. No, Iâm not going to cut down on my Hunt: Showdown sessions, because Iâm a helpless addict and I need that Springfield Marksman headshot fix â but I can at least pick and choose what to dip into when friends arenât around to save my overconfident arse.
Naturally the best way of hacking this list down into something more manageable is to take on short games first. Howlongtobeat.com â or HLTB for short â is the best resource for this, listing crowdsourced average playtimes from the community to estimate a titleâs length. It has proven invaluable.
One recent queue cutter was 2013âs Call Of Juarez: Gunslinger, which skipped to the top of the list after HLTB advised me it would take less than five hours from start to finish. I regrettably didnât check the site before downloading The Great Ace Attorney Chronicles, and now have a 65-hour monkey on my back. Or, to put it in a way that Phoenix Wright would no doubt appreciate if he wasnât, yâknow, fictional: Iâve sentenced myself to nearly three days of game.
That got me thinking: why donât we have estimated game length tags on digital store fronts? Netflix tells you how long a movie is before you settle in. Spotify will tell you the length of an album. You can tell at a glance that a copy of War And Peace will take you longer to get through than The Very Hungry Caterpillar, and even the Kindle gives you an estimate of how many hours are left in a book based on your reading speed.
Why shouldnât Steam, PlayStation and Xbox do the same thing?
There are a few good and obvious answers to that question, which it would be mad not to concede. For one thing, game length isnât set in stone as the people finishing Elden Ring in under 15 minutes can attest. Equally, side quests are a thing, and the likes of Assassin’s Creed, Horizon and Fallout can double or even triple in length if you track down every tedious, needy NPC in need of a helping hand.
And, of course, some games simply never end (or seem to, in the case of the terminally dull Beyond: Two Souls). Tetris, Fortnite and Mario Kart only end once youâre bored, which for some people is âneverâ, and thereâs definitely a place for games like that.
None of these are reasons not to include an estimate where possible, though I do appreciate that developers may be wary about putting a figure on the virtual box. Some people conflate quantity with quality â or are at least acutely aware of the value-for-money equation. If your game is just four hours long, you may well worry about putting people off by advertising the fact.
But for me, the opposite is true, and Iâd be willing to bet there are plenty of others in the same boat â especially in the days of Game Pass and PlayStation Plus Premium where everything is already paid for. With so much choice under the umbrella of a monthly subscription, the art of brevity and not outstaying your welcome is simply more significant than value for money in my eyes.
Indeed, being forced to put an estimated length on the listing might nudge developers towards realising that less can definitely be more, and adjusting accordingly. Much as I loved The Last of Us Part II, you could easily lop a good five hours off and lose absolutely nothing. Maybe developers could consider âExpressâ versions of story-driven games, leaving the Directorâs Cut to those lucky folks who remain time rich? (Donât gloat too much: I was you, once.)
For now, Iâll continue to consult HLTB before buying any games and making my list of shame any longer, but itâs an imperfect solution as new releases simply donât have enough data behind them. And while some upcoming titles will definitely make the cut no matter how long they are (Fallout 5 is getting played even if itâs thousands of hours long), for me those brief, fleeting experiences will be picked first more often than not.
Alan Martin is a freelance journalist and regular contributor to NME.Â
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