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AX's Guide to Playthroughs

DOBERMAN_AX

published on August 26, 2016

Here I will explain how to initially add a playthrough, as well as maintain an accurate logging of each game session. This will require a bit of commitment, but the end result will dramatically increase the chances of completing the game.

This might sound like a tedious process, but all it really takes is a little incentive and a few tools (that are easily accessible) in order to achieve an accurate log of your game time. Granted, there will be inconsistencies here and there, but as long as you follow these guidelines, you will have a more clear representation of where you're at in the game.


What is a Playthrough?

A "playthrough" refers to the process of finishing a game from beginning to end. Here on Completionator, this process is represented through Time Entries (inputted manually) to represent how long the game has been played, and Goals (user-created "tasks") to help boost visual motivation and productivity. This helps you get the most out of any game by granting a significant boost in replay value or a little extra push when things get stale or frustrating.


Time Entries

A Time Entry (as the name implies) is the amount of time spent playing the game. Here, I will explain how to properly log Time Entries, the different methods of doing so, and how to keep it all as accurate as possible.

Time Entry Overview - Logging Time Entries & Maintaining Accuracy

Before we look at logging Time Entries, I will explain the process of actually gathering the information for each game per session in order to log it accurately. There are a few different methods involved that will vary based on game and platform. Here, I will break it down by platform since that is how I do it, but of course feel free to embrace whatever method of organization works best for you.

PC (Steam)

There are two methods I use to gather time from Steam games. Luckily, these are the easiest of the bunch to log, considering they already have a variety of resources available for this very task, such as the Steam Overlay.

  • The aforementioned Steam Overlay already provides a current play time tracker, so simply take note of this after you're done playing and log it accordingly.
  • NOTE: Running Steam in 'Big Picture' mode will NOT show a time elapsed per session in the Overlay.
  • Another method (and one that I use in junction with the Overlay to make sure it matches up) is to use http://www.steamcompletionist.net - an overview site strictly for Steam games - in order to view the hour & minutes for each of your games. This is extremely useful considering Steam does not display minute values in your library. Gather this info for the desired game(s) and log it accordingly.

Current / Last Generation / Retro Consoles

These can be a little trickier (outside of RPGs, or games that have an overview of current play time, such as certain shooters to log campaigns) to keep accurate since there are a lot of games that don't track the current time in any fashion. However, it's actually rather simple to log these time entries without too much extra work involved.

  • For these types of games, I like to use a good ol' fashioned stop watch to keep track of how long I played. My preferred method is to simply Google search 'stop watch' and full screen their implemented timer, then turn off my display in order to not feel pressured by it.
  • Of course, any stop watch will do, but I'm on my PC a lot, and I still want to be able to use my phone freely, so that's the method I prefer to use. Use the time gathered to input into Completionator and log it accordingly.

Mobile / Handheld / On-the-Go Devices

This category will be the most difficult to keep track of obviously, since there will be many instances where you will not be in a proper environment to record time, or you will simply forget about it altogether. However, it is still possible to keep things consistent, even if you are not.

  • Make a note of around what time you started playing the game. An approximated guess will do, so don't stress over the details at this point.
  • Once finished, check the current time. Compare the duration between the two, and there you have it. This will be inaccurate at times, but really the point is to get used to logging on a frequent basis. It can be very easy to forget with these, but just do your best.
  • Games played on these devices tend to be in shorter bursts of time (there are exceptions) so it's not too difficult to estimate. Use your best discretion here and log the times gathered accordingly.

Goals

Implementing (and especially completing) Goals can more entertaining than logging Time Entries. Here, I will explain how to create motivating, challenging, and (most of all) encouraging Goals, in order to get the most out of any game.

Games with Predetermined Achievements / Trophies

Games that fall into this category were the inspiration behind this feature. It's just a simple matter of copy & pasting the already established tasks to the Goals section. This is for users who want to keep their goals in uniform with their "official" completion rate of the game.

Creating Additional Goals for Predetermined Games

Even after completing 100% of achievements / trophies, there can still be plenty of things left to do. For those who want to go above and beyond, this feature is a great opportunity to close the gap between "official" completion and "actual" completion.

Here are some guidelines to making additional Goals for predetermined games:

  • Assess what has been neglected by the "official" list.
  • Will the potential new Goal have an impact on the completion? Or is it just another trivial task?
  • Determine whether or not the Goal's progress can be tracked visually in the game.

Games with a Blank Canvas

Using the Goals feature for this category of games is easily the most fun to implement, as they can be of a variety of sorts, just as long as they prove to be effective for the one who created them.

Creating Goals from Scratch

I always strive to create goals that make the most sense (gathering all collectibles, defeating hidden bosses, maximizing your level, the obvious stuff) but I also enjoy making some painfully difficult ones just to push myself for games I've mastered, or want to get better at.

I tend to keep a few things in mind while I'm creating Goals for a game that has none whatsoever:

  • For progression-type games (platformers or action games with levels) I will list each level to be completed, or if the game contains "worlds" and levels within, I'll mark a Goal for the "world" to be finished as well.
  • Fighting games can be a little trickier as each one tends to be a little unique in terms of what is considered complete. Typically, I will designate an Arcade Mode win for every character, varying levels of difficulty wins, all additional modes, and sometimes even local multiplayer-focused Goals that encourage real life interaction among players.
  • RPGs are pretty straight forward, as most give you some kind of list of sorts that's already tied to the game itself (side quests or secret dungeons). There are exceptions to this, so sometimes it helps to research anything that is hidden or difficult to obtain (just be careful, this can potentially reveal spoilers!).
  • For everything else in between, a mixture of these methods will leave you with a variety of subject matter to pull from.

I hope this guide will prove useful to those who want to take each game to a new level of completion. At first, it may seem like a lot of extra work in between playing, but the amount of visual feedback that you get back makes it all feel worth it.


Please feel free to leave feedback on how helpful this guide was. Best of luck, Completionators!


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