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More importantly, developers generally hate these things; a lot of people don’t like buying shorter games because they believe a 100 hour game filled with busy work is worth more.
These sites work against smaller indie devs who make shorter games in niche genres or devs who’s game times get misreported by the service.
Store pages are there to sell the game to people. The last thing we want is PC developers padding games.
The general user thinks that a game should essentially cost $1 and hour to be worth it. This would kill games like Dead Space or Sekiro(which for me to beat twice was just over 50 hours).
Both of those games are great and are well under the $1 an hour metric.
This along with there is no really correct way to measure a game's length. A skilled player could beat Sekiro closer to the 35 hour estimate, or even lower.
You wanna factor that into the results?
https://augmentedsteam.com/
adds HLTB times to store pages.
https://github.com/Depressurizer/Depressurizer
is a tool that lets you create collections with data pulled from HLTB.
(dunno how it performs today, have not used it since dynamic collections exist)
these are some available options that, i wanna point out, exist for a really long time already.
as with many things that exist 3rd party for Steam there is tendency towards:
"it already exists ... why?"
Of what value is this metric beyond some perceived "price per hour" of gaming when gaming is already one of the very cheapest forms of entertainment there is?
People sometimes refer to that in reviews, but not always.
Perhaps those who make the games are the best source.
https://imgur.com/a/s6nX15T
https://augmentedsteam.com/
For what it's worth, I actually seek out short, tight single-player experiences these days. You're much likely to find real art in a 5-10 hour game than a 40 hour game.