by slag
Now for the fourth year running, my own way of tracking the games I beat.
While I continue to move the goalposts on myself and the results objectively have been diminishing, I have enjoyed the effort to catalog my gameplay this way. It's been a fun way to manage this hobby. I think my lifestyle changes are more responsible for the outcome than the method.
As usual I plan to make some tweaks to scoring based on patterns I noticed.
The goal of this list is to make backlog blasting fun while still allowing myself to play more current things. Encourage positive thinking in myself and to discourage game hopping (I always like to finish things), overspending and "paralysis by analysis".
52 feels like the right number of credit rolls. I think based on what I played 75-100 points is a good corresponding sweet-spot for points.
It's very achievable & aggressive without be overtaxing to the point that I feel I can't play extremely long games. Awarding extra points on game length definitely made me more receptive to tackling larger AAA games than I had been in previous years as well as probably being more fair. However extreme personal adversity in 2016 prevented me from going at more normal pace in the first half, and joining a group of friends on a discord who have a strong preference for multiplayer games commanded the majority of my gaming time in the second half ( a very welcome surprise). While I'm doubtful I will hit 52 credit rolls in 2017 as both conditions persist, 52 points is definitely feasible.
While each year has seen diminishing results, the least three years have easily been the most productive period in my gaming time in terms of beating games. Eventhough it would be well short of the goal of 52, I'll personally be satisfied if I manage to beat 2016's results given what I expect to face in my like in 2017. Especially with long games like Mass Effect, Persona and Zelda all dropping this year.
Inspired by Neogaf's- 52 games/1 year annual thread http://www.neogaf.com/forum/showthread.php?t=1164662
| Year | Credit Rolls | Points 2016 rules |
|---|---|---|
| 2012 | 11 | 21 |
| 2013 | 26 | 38 |
| 2014 | 63 | 67 |
| 2015 | 40 | 47.25 |
| 2016 | 31 | 37 |
| 2017 | 40 | 59.5 (2017 rules) |
| Totals through 2016 | 171 | 210.25 |
| Averages | 34.2 | 42.05 |
Any feedback is welcome ( I know. :) I'd need change the name to something the forum would more palpable ), I am considering making a communal thread for Giant Bomb like the Neogaf one since it seems like many of us here struggle with backlog guilt and this may help others .
Let me know If there is any interest if you read this.
Showing 1-10 of 40 items
cleared 1/3/17- 1.5 pt. Wasn't terribly impressed this one. I bet it's neat on mobile though. 100% achievements
cleared 1/7/17- 3 points- I've got 120+hours into this and likely to do a lot more with friends, so definitely earned my 3 points here.
cleared 1/28/17- 1.5 pt. A little better than the first since it has more variety, though more of the same basically. I didn't like that the devs begged for a steam review in teh final credits. 100% achievements
cleared 2/4/17 - 1 pt- This is a really satisfying NES style action platformer, the story is really awful even by NES standards and the final boss was rough stuff (took me 20+ tries) but man this plays and feels great.
Cleared 2/4/17- 1.5 pt- I thought this game was overhyped but it actually lived up to what I hoped.Short but feels deep and the natural scenery was fun to hike through despite being a little tough at times to wayfind given the intentionally muddy textures. This is probably handsdown better than Oxenfree which I included in my GotY. It isn't perfect, there's a real lack of fauna and animal sunds in the game which is disturbing for the national forest and the while the VA work is decent they aren't written and don't sound period or location appropriate to me. I found the backstory to be deeply upsetting, but it's nice to see a game address that topic with some care. 100% achievements
cleared 2/9/17- 1 point -I knew this game had problems, but I couldn't help myself when it was 3 bucks. Unfortunately 3 bucks is basically the right price. The game has a lot of heart, a great steampunk cartoony aesthetic and a potentially interesting take on the Grimm Fairytales universe (where an industrialist using toy soliders creates the 19th century version of the Automation crisis) and some pretty neat ambitions. However It's far too short, many mechanics are only introduced at the very end of the game and used far too sparingly. The Collision detection is absolutely awful, Hitboxes are wildly inconsistent. I've had platforming deaths in mid air over platforms while a good several feet from touching anything. I've had Red insta-die in boss fights when the boss isn't even attacking. The VA work leaves a lot to be desired, not to mention it seems as though they cut all villain dialogue to probably get this thing to ship. Red sometimes rhymes, sometimes doesn't in a way that's strange. There's a good game buried here under the jank and crap, they just probably needed a lot more money to make it right.
cleared 2/12/17- 2 points - I'm considering 100k population as the win condition as that's the last achievement for population size. Really though this game has no endgame unless you count scenarios. I don't think the UI and the onboarding is as good as SimCity of yore, but I'd play this over those anyday given how much better the Sims and population size potential is. Already got 22 hours or so in, probably going to do more, therefore 2 points.
Cleared 2/17/17 -1 point - This was a very slow starter for me and to be honest even by the end I didn't feel confident how the Drifter would move vs what I wanted him to. But I think that may have been just issues with my cheap controller and the operator (me). There's a lot to love about this game, the combat conceit is awesome. Dashing sword based melee to charge gun attacks makes it like harder fast paced Zelda. The exploration and collectibles are numerous, the sound is and atmosphere and colors are very eerie in an 80's Balderunner way.I could have used a more clearly depicted story even if it remained wordless and vague, but the pixel art in the "dialogue" was really hard to parse in too many places. If the game was going to rely on symbolism, I need to be at least able to recognize the symbols. All in all though, this and Ittle Dew are proof that we need a lot more games to make their own take on the classic zelda formula.
Cleared 2/18/17 - 1 point- Absurdist Visual Novel at it's best. No reason not to play it for anyone.
cleared 2/23/17 - 2 points (backlog bonus)- Boy is this one neat. Branching Paths, goofy wacky enemies, screen filling massive bosses and wonderful sprite work. The Difficulty, like most arcade game ports, is really whacked out coming to PC though. If you treat as it's meant to be played, it's way too hard. If you take advantage of the infinite continues it becomes a cakewalk. Good one to get off the ole backlog