Why We Don't Finish
The truth is that sometimes we’ll never get there at all. Most videogames are left unfinished; nearly half of those who start university don’t get a degree. What do you think causes people to commit to things that they don’t complete—and are modern technologies making it easier or harder for us to get things done?
Key concepts
- The Novelty of Starting
- Beginnings are a reward in themselves — the new game, the blank notebook, the first week of a plan that has not been tested yet. Middles offer nothing comparable, so the appetite that gets a project started is not the appetite required to finish it.
+ 2 more concepts inside
Every work — at a glance
-
Video-game Completion Rates — industry estimates (statistic)
The industry's rule of thumb, quoted by the longtime Activision production contractor Keith Fuller, is that around 90% of players who start a game never see its ending — an attrition rate that would be treated as a catastrophe in almost any other product.
What to know
-
01
What makes people commit to things they don't complete? The commitment and the completion are powered by different things. Starting delivers a reward the grinding middle does not, which is why even acclaimed games are mostly left unfinished — the evidence that videogames are left unfinished at that rate is evidence about the shape of motivation, not about quality.
+ 1 more insight inside
Across subjects
Theme connection
"Are We There Yet?"
Practice — a sample
SOCWhich would you tell a gamer explains starting many games but finishing few?
- A Prioritization
- B High closure
- C Milestones
- D The novelty of starting
- E A shared mental model
Sign in to answer and see why each option is right or wrong.
Keep reading the full lesson
The remaining insights, works, and practice come with full access — $9.99/month or $29.99/season.
Unlock full access →New here? Create a free account to read the free section.