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The JRPG Startup Cost, Part 3 - An analysis of how long it takes to reach various gameplay milestones in classic JRPGs

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  1. Varth
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    I was initially confused by the "FTC" metric the author uses since it isn't defined in the post. Once I realized that the post was part of a series, I was able to find the author's definition of...

    I was initially confused by the "FTC" metric the author uses since it isn't defined in the post. Once I realized that the post was part of a series, I was able to find the author's definition of the "FTC" in part 1:

    My main goal was to measure two elements, Time to Freedom (TTF), and Time to Comfort (TTC). I define Time to Freedom as the first time the player gets to interact with the game in any way beyond simply advancing cutscenes, and Time to Comfort as the amount of time it takes to experience all applicable gameplay-milestones within a 2 hour limit. These two metrics are meant to show how quickly the player can start experimenting with the game, and how long it takes to experience its main mechanics and gain a certain sense of mastery over them. Additionally, I noted each game’s Freedom to Comfort (FTC), defined as the difference between TTC and TTF.

    4 votes