I've made goals to help with that and partially gamify completion. Helped me get to where it's more reflex to pick up a game and play it through completion rather than dick around in service games or bounce midway through a bunch of different titles
I started by just putting a complete x games this year goal, but found that it punished me too much from playing longer games. Instead, I gave myself a point total that I'd aim for for the year and then assigned games points.
A good goal I've found is about 30-35 points, as it is reachable without having to super grind at games or sacrificing other hobbies. This is supposed to be fun rather than a chore. Games have points based on the following:
Game base point value: Howlongtobeat average playtime /10 rounded up to the nearest .5. This since people tend to report on the low end on that website. Also, games with a lot of side content shouldn't be penalized, so sometimes real play time / 10 works as well. For example, Skyrim's completion would technically be after finishing the main quest but that isn't at all what Skyrim is about.
100%ing/Platinuming the game gets x2 points
Substantial DLC for the game are considered separate games for the point of the list.
A game that I had beaten in the past only offers half base points, however getting 100%/platinum on a game that I previously hadn't counts as a full game completion.
The game's full points are only earned on game completion.
The best that comes to mind would be VA11-HALL A if you don't mind something completely character driven and with essentially no plot. Game play elements are there but very, very light. Western developed despite an obvious love of eastern media, doesn't fall into high school stories, and well written.
The Life and Suffering of Sir Brante was one that I downloaded to try this month but didn't get around to. Will keep the recommendation in mind~
It's a bit harder to find western developed ones as the genre is much younger in the west. General perception amongst publishers were that they were a terrible translation cost to profit ratio and that western audiences wouldn't be interested in them. I heard a rumor before that Valve held this opinion as well and thereby didn't accept many onto steam. They were so surprised by the success of some that made it through green light that they decided that they didn't know everything that players wanted and this caused the much lighter approach they took to moderating green light.
Not trying to speak up for any insurance company and will never say that the example is a good reflection of reality. Just showing a rough outline in how advertising and recruiting customers -could- be beneficial to the policy holder. It is as much a reflection of reality as a stick man is an anatomic model for study.
Let's put aside the many, many problems of insurance companies in reality and talk in terms of two parties acting in good faith for ease of demonstration.
Let's take random person Alice who has insured her wrench set at Insurance Company X. Her wrench set is very important to her job and she only believes in high quality tools, so it is quite expensive. So expensive, that if something were to happen to it, she might not be able to replace it right away. Instead, she pays Company X for an insurance policy. Alice can afford to pay a little bit every month and so this is a good set up.
Uh oh, an impromptu stomp band raided Alice's store and appropriated her wrenches as drumsticks. They're ruined! Luckily, Alice is insured and Insurance Company X pays her for replacement wrenches.
Unfortunately for Company X, Alice needed new wrenches before her monthly payments would exceeded the price of the wrenches. So how did they have the money? Well, they have more customers than just Alice. They use some of the money that they get from others to help buy the wrench set in the same way some of Alice's money is used with other problems as a way to socialize the losses.
As you might guess, this requires more people. More people contributing at once means a bigger pool of money that can cover bigger individual losses when the time comes. As such, Insurance Company X uses a portion of the money they get to recruit more users and thereby make their system work better.
Man, I miss early mobile gaming. There was a period where you could go down the trending list and find quite a few interesting games. Now its flooded with rip offs, trash, and gacha games. You'll occasionally find one where the dev cared, but the majority of anything worth playing there are just mobile ports of console/PC games.
Can definitely relate to a few of these, namely Phoenix Wright and Danganronpa. While they're cartoony (particularly the latter) the interactions between characters makes it very easy to attach to them
I rented this game for the first time thinking it was Donkey Kong adjacent, my young self misreading it as Silly-Kong Valley. Very fun game and got really into it for a time. Was really hard to emulate for a while, but no idea about the status now
If nothing else it shows dedication to the product, as I think this is the first time they've revised hardware rather than releasing a new product. I know there was some grumbling when it came out that they move from one product to the next, so this could be them trying to prove that they're serious about Steam Deck slash the investment is worth following.
No, however I think there might be a bit of a trap here that skews perception for some. Namely, that the automatic tools are intended to fix problems simple enough that more technical minded people would attempt the solutions it uses themselves before resorting to a troubleshooter.
Not an expert on it, partially due to trying to keep the game as out of mind as possible as to temper disappointment, but a general outline:
Game is announced as in development. Being developed by Hardsuit labs (Blacklight Retribution) with several notable members of the team from the first game.
Team starts hemorrhaging talent and game quietly misses original 2020 release window.
Silence for a while, game presumed in hell or dead
New dev team announced, though originally not revealed whom
Silence again
Team revealed to be The Chinese Room (Dear Esther, A Machine for Pigs, Everybody's Gone to the Rapture) which was in line with rumors
Team starts officially talking about the game and development decisions <-We are here
Game's new release date announced
...
Here there be dragons
...
"Reception"
The game could end up being good, but damn if there's not a steep hill to climb to get there. Given the first game and what happened as well, we might have the makings of a cursed IP perception.
I've made goals to help with that and partially gamify completion. Helped me get to where it's more reflex to pick up a game and play it through completion rather than dick around in service games or bounce midway through a bunch of different titles
I started by just putting a complete x games this year goal, but found that it punished me too much from playing longer games. Instead, I gave myself a point total that I'd aim for for the year and then assigned games points.
A good goal I've found is about 30-35 points, as it is reachable without having to super grind at games or sacrificing other hobbies. This is supposed to be fun rather than a chore. Games have points based on the following:
Game base point value: Howlongtobeat average playtime /10 rounded up to the nearest .5. This since people tend to report on the low end on that website. Also, games with a lot of side content shouldn't be penalized, so sometimes real play time / 10 works as well. For example, Skyrim's completion would technically be after finishing the main quest but that isn't at all what Skyrim is about.
100%ing/Platinuming the game gets x2 points
Substantial DLC for the game are considered separate games for the point of the list.
A game that I had beaten in the past only offers half base points, however getting 100%/platinum on a game that I previously hadn't counts as a full game completion.
The game's full points are only earned on game completion.