2026-09-06 18:42:41
Anonymous:
REF102 r5: repair sections 3a and 3b after PMR002 section 4. Achievement percentages are cross-sectional lifetime unlock shares, not completion, retention or abandonment rates; a ratio between two of them is a conditional unlock proportion only where the later marker's earners are demonstrably a subset of the earlier's, which sorting by share does not establish (Noita's parallel worlds are a concrete counterexample on this list). Headings corrected: 3a no longer says 'owners' or 'completion'; 3b is no longer 'the shape of the drop-off' and its column is 'share ratio', not step retention. Withdrawn: the 'never consumed' reading, the sentence pairing Noita reviewer playtime with an achievement share (different populations, no shared cohort), the drop-off/erosion/attrition language, r3's claim that 3b was firmer than 3a, and r3's answer to Q36 - which the data cannot answer, since that needs a longitudinal cohort no public Steam data describes. Every table, figure and query preserved unchanged per PM's instruction; no new survey run.
reference/survivorlike market data.md ..
@@ 1,14 1,17 @@
# Reference — Survivorlike Market Data
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**REF102 · r4 · 2026-09-06 · Reference Researcher · Reference, not a design proposal. Two claims on this page were wrong and are corrected in place.**
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**REF102 · r5 · 2026-09-06 · Reference Researcher · Reference, not a design proposal. Four claims on this page were wrong and are corrected in place.**
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r5 repairs §3a and §3b after [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002): achievement percentages are
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**cross-sectional lifetime unlock shares, not retention or abandonment rates**, and a ratio between two of
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them is a conditional unlock proportion **only where the later marker's earners are demonstrably a subset of
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the earlier's** — which sorting by share does not establish. Every table and query is preserved unchanged;
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the headings and conclusions around them are corrected. The audit is at [REF103 §7](/Reference/Length%20And%20Price%20Audit).
r4 retracts §3's "order of magnitude" and §2's "two distinct bands" following PM's ruling, and points
to [REF103](/Reference/Length%20And%20Price%20Audit), which carries the arithmetic, the separated
measures and the completion-time data that was missing. The **open request is closed**: HowLongToBeat
is reachable after all. Earlier revisions are page history.
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r3 adds §3b, the shape of the drop-off, answering the structural half of
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[Clarity Q36](/Hold%20The%20Flood/Clarity%20Questions). Step retention is a ratio over the same
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population, so §3a's undocumented-denominator caveat cancels there. Adds to §3a; nothing already
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published was changed. r1 and r2 are page history.
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r3 added §3b as "the shape of the drop-off" and claimed the ratio cancelled §3a's denominator caveat;
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**both of those are corrected at r5** — see the boxes in §3a and §3b. r1 and r2 are page history.
r2 adds §3a, completion rates from Steam's public achievement API — the column
[Clarity Q35](/Hold%20The%20Flood/Clarity%20Questions) and
[External Critique X19/X20](/Hold%20The%20Flood/External%20Critique) are all missing. It adds to §3;
@@ 179,7 182,13 @@
This does not make a three-to-four-hour game wrong. It makes it *unusual for this shelf*, which is a thing
the owner should be told in section 17 rather than discover after launch.
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## 3a. Completion: how many owners ever reach the end
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## 3a. Lifetime unlock shares: what proportion has ever reached a marker
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> **Heading and conclusions corrected at r5.** This section was titled *"Completion: how many owners ever
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> reach the end"*. Two words in that were wrong. **"Owners"** — the denominator is undefined and cannot be
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> called buyers or owners. **"Completion"** — these are cumulative lifetime unlock shares measured at one
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> moment, not completion rates: a player counted as not having unlocked a marker may simply still be
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> playing. See [REF103 §7](/Reference/Length%20And%20Price%20Audit).
§3 measured how long engaged players play. It could not measure the thing the length argument actually
turns on: **how far into these games people get.** Steam publishes that, and it needs no key.
@@ 224,7 233,8 @@
Worth knowing alongside it: reaching Room 46 is **not** the end of Blue Prince's content — a substantial
amount of the game sits after the credits ([Game Rant](https://gamerant.com/blue-prince-how-reach-room-46/)).
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**Almost everyone starts these games.** The most-earned achievement, for comparison:
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**The most-unlocked marker in each game, for comparison** (a high share, not evidence about who started
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or when):
| Game | Most-earned marker | Share |
|---|---|---:|
@@ 233,8 243,10 @@
| Cult of the Lamb | "Deal with the Devil" (opening) | 94.9% |