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I take it you don't have to pay for electricity yourself?
I do, but I have other reasons to keep it on. And maybe I don't value my money as much as I should. Anyway, there could be two distinct measures then, a run time and a play time. The run time metric would be used for refunds, since that's harder to abuse, and the play time would be displayed everywhere else, like reviews and in your profile.
Runtime is playtime
There is no distinction
Quit your games or come up with better 'reasons'
There are many games that actively run in the background. FOr many that's actually how they are meant to be played. Tower defense as a genre pretty much assumes you'll be in another window.
So yeah. Just because it's in the background does not mean it isn't active. IT's still using cpu cycles, it's still occupying memory. ergo, it is running, and therefor it will be counted as run time.
That's news to me. I guess I'm just not into those games.
I get your point though, this change wouldn't make sense to all games then.
.....what???
Yes and runtime is playtime
External executables have ZERO visiblity into what a game is doign other than "Its running". It has no idea you are 'not playing' or 'in the main menu'. There is no Win32 API that is magically called IsTheGameInAMenu
Steam detects a game is running. That's all it can see. That's all it can EVER see.
If you don't understand how things actually work then dont tell Steam to do something that is functionally impossible.
You couldn't be more wrong. It's not the job of the user to decide whether something is technically feasible or not. I'm not the Valve software engineer here. Even technically knowledgeable users, if they want to be helpful, should only communicate needs, not the actual technical means by which those needs should be satisfied -- which is a common problem in developing custom software, btw. That is the developer's job, which know better than us both combined how exactly may that need be satisfied.
But taking the time to understand what is or is not is beneficial to the user. Just like it's not your job to calculate sale's tax, being able to and doing so however is very beneficial to you.
The communication of suggested methodology can give greater insight into the problem or perceived problem.
Devolopers, being other humans never look down on someone who makes an effort to make their job easier. It's a janitor's job to pick up litter and mop the floors, but that doesn't mean they don't appreciate you picking up the candy-wrapper that missed the bin.
I already conceded that due to the nature of some games, the very concept of determinig what playing even means would be problematic. I came to realize that this is the real problem with this idea and that I defined playing a game in a narrower sense due to my own narrower experience playing games.
If we define it more narrowly though, then it's very likely that Steam has all the tools it needs to make a much more accurate estimate of play time. Even if you're watching a cutscene for 2 minutes, those 2 minutes that are absent from the play time would be negligible in hours of gameplay, though you're assuming a very unsophisticated and rough system. You could have it only stop counting if idle for 15 minutes, for instance, and you could further improve it in a number of ways. I believe this would result in a more accurate estimate of playing time in most cases.
That is questionable as I argued, but also irrelevant since the user can't be expected to do that for the sake of giving feedback. Remember that whether a user should give feedback despite lacking knowledge of the technical side of things was the point I took umbrage with, and then I went further than that argued that it was actually helpful not to focus on the technical details in this context.
I don't think I ever looked down at anyone by doing that. Not here and definitely not in my personal and professional life. Whether that helpful attitude is really helping is another matter altogether. This is getting into a long tangent but it is my opinion that, on average, it doesn't, and it actually creates a needless overhead to the process that, in some extreme cases, may warrant being discouraged. It is my experience that things run more smoothly when the communication is centered on the user's needs. But I would absolutely never "look down" on someone for doing that. In fact I did exactly what I'm recommending not doing here by briefly speculating on potential technical implementations of this idea, so I may as well look down on myself.
The janitor analogy doesn't really work, though, since Valve's role in this interaction isn't equivalent to the role of the janitor's interaction with you, in your example, and his job is far too simple in comparison (sorry janitors!). In that case you're not giving feedback to the janitor, you're just doing his job for him, and that task is so empty of any technical requirements that it can't really disrupt the janitor's job. Now if we were to slightly increase complexity by, say, add different bins for different things, and you decided take upon yourself to put candy-wrappers on the wrong bins, even if well intentioned, may be quite unhelpful. Though again, I'm not doing Valve's job so these things aren't analogous to begin with. I'm merely communicating a user experience problem that I have.