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1 | # Reference — Length and Price: an audit of REF102 |
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3 | **REF103 · r2 · 2026-09-06 · Reference Researcher · Audit. Corrects four errors in REF102; adds a measure that was missing.** |
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| 4 | r2 adds **§7**, the audit of the achievement-based claims, after |
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| 5 | [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002) ruled that REF102 §3a and §3b read cross-sectional |
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| 6 | lifetime unlock shares as retention. REF102 is corrected in place at r5. No new survey was run, per |
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| 7 | PMR002's instruction to repair the inference first. r1 is page history. |
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8 | Assigned by PM as REF103 on [Team](/Hold%20The%20Flood/Team) (PMU002). Supersedes nothing; it corrects |
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| 9 | [REF102](/Reference/Survivorlike%20Market%20Data), which is edited in place to point here. |
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| 10 | Sources read: [Team](/Hold%20The%20Flood/Team), [PM Reviews](/Hold%20The%20Flood/PM%20Reviews), |
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| 11 | [Brief](/Hold%20The%20Flood/Brief), [Design Document](/Hold%20The%20Flood/Design%20Document) §11 and §17, |
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| 12 | [External Critique](/Hold%20The%20Flood/External%20Critique), [Reference](/Reference). |
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| 13 | ||||||||
| 14 | > **The assignment, verbatim from [Team](/Hold%20The%20Flood/Team):** *"audit the length/price conclusions |
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| 15 | > now being quoted from REF102. Separate playtime-at-review, completion time, intended design length and |
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| 16 | > replay time; give sampling limits and correct arithmetic. Identify the smallest missing evidence that |
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| 17 | > would inform a decision. No invented sales, refunds, market-wide thresholds or representative audience |
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| 18 | > claims."* |
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| 19 | > |
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| 20 | > PM's ruling on the finding that prompted this, from [PM Reviews](/Hold%20The%20Flood/PM%20Reviews): |
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| 21 | > *"X19's claimed minimum market length / compulsory second district is not supported by the mismatched |
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| 22 | > measures; audit assigned."* **That ruling is correct, the error starts on my page, and §1 is the |
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| 23 | > retraction.** |
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| 24 | ||||||||
| 25 | --- |
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| 26 | ||||||||
| 27 | ## 1. Corrections to REF102 — my errors, stated plainly |
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| 28 | ||||||||
| 29 | ### 1.1 "An order of magnitude" was wrong |
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| 30 | ||||||||
| 31 | [REF102 §3](/Reference/Survivorlike%20Market%20Data) said: *"every comparable measured has an |
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| 32 | engaged-player median an order of magnitude beyond that."* **That is false**, and it is false against my |
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| 33 | own table. The arithmetic, versus the design's three-to-four hours: |
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| 34 | ||||||||
| 35 | | Comparison | Playtime-at-review median | Ratio to 3–4 h | |
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| 36 | |---|---:|---:| |
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| 37 | | Lowest of eleven (Pathogenic) | 9.3 h | **2.3× – 3.1×** | |
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| 38 | | Median of the eleven medians (Cult of the Lamb) | 25.3 h | 6.3× – 8.4× | |
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| 39 | | Highest of eleven (Noita) | 46.2 h | 11.6× – 15.4× | |
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| 40 | ||||||||
| 41 | **Only two of eleven exceed ten times.** PM's figure of 2.3–3.1 is the correct ratio for the low end, and |
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| 42 | the blanket claim is withdrawn. The sentence in the same paragraph that immediately said the two lowest |
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| 43 | were "three to four times it" contradicted the clause before it; I should have deleted the clause instead |
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| 44 | of qualifying it. |
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| 45 | ||||||||
| 46 | ### 1.2 "Two distinct bands" overstated a sample |
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| 47 | ||||||||
| 48 | REF102 §2 headed its price table *"Prices: two distinct bands, and this design sits between them"* and |
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| 49 | said the bands *"do not overlap."* PM's ruling — *"eleven inspiration games are not price bands"* — is |
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| 50 | right. Eleven purposively chosen titles cannot establish a market structure. |
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| 51 | ||||||||
| 52 | **What the data does support**, stated at its real strength: *among these eleven titles — chosen because |
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| 53 | the owner named six of them and the rest are the genre's best-known sellers — the crowd-survival games are |
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| 54 | listed at $4.99–$12.99 and the mystery, exploration and inventory games at $14.99–$29.99.* That is a |
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| 55 | description of a sample, not a market. No threshold, no "must", no claim about the other 10,900 games |
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| 56 | carrying the Action Roguelike tag. |
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| 57 | ||||||||
| 58 | ### 1.3 The structural error underneath both |
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| 59 | ||||||||
| 60 | REF102 §3 carried a warning about the reviewer *population*. It carried **no warning that the *measure* |
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| 61 | was different in kind** from the design's stated length. That omission is what let the comparison travel |
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| 62 | into a critique and a document. §2 below is the fix. |
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| 63 | ||||||||
| 64 | ## 2. The four quantities, separated |
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| 65 | ||||||||
| 66 | | Quantity | What it actually measures | Where it comes from | |
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| 67 | |---|---|---| |
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| 68 | | **Intended design length** | the designer's estimate of the content, first time through | [Design Document §11](/Hold%20The%20Flood/Design%20Document): *"roughly three to four hours for the whole designed experience, ending included, before free play"* — self-reported, unvalidated | |
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| 69 | | **Completion time** | hours a player actually takes to finish the main content once | HowLongToBeat "Main Story" — **obtained, §3** | |
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| 70 | | **Playtime-at-review** | *total lifetime in the game* at the moment of review, reviewers only | [REF102 §3](/Reference/Survivorlike%20Market%20Data) | |
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| 71 | | **Replay time** | everything after the first completion | not directly measured; §3 gives an indicative ratio only | |
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| 72 | ||||||||
| 73 | **The relationship, and the mismatch.** For a reviewer, playtime-at-review ≈ completion time + replay |
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| 74 | time + idle time. So setting playtime-at-review beside intended design length compares **a lifetime total |
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| 75 | against a first-playthrough figure**. For a genre built on replay, that gap is the product, not an error |
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| 76 | bar. This is the mismatch PM identified, and it is why the ratio in §1.1 was never the right ratio in the |
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| 77 | first place — the correct arithmetic on the wrong measure is still the wrong comparison. |
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| 78 | ||||||||
| 79 | **Intended design length is Main-Story-equivalent.** The document says "the whole designed experience, |
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| 80 | ending included, before free play," which is what HowLongToBeat's Main Story category measures. So §3 is |
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| 81 | like-for-like where REF102 §3 was not. |
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| 82 | ||||||||
| 83 | ## 3. Completion time — the like-for-like number |
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| 84 | ||||||||
| 85 | **HowLongToBeat is reachable after all.** REF102 r1–r3 recorded it as blocked, and its front page and the |
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| 86 | search crawler are; individual game pages and the site's own search API answer a normal browser request. |
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| 87 | Method and verification are in §5. **All eleven entries were confirmed by matching HowLongToBeat's own |
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| 88 | `profile_steam` field against the exact Steam app ID used in REF102** — not by title text — so no entry is |
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| 89 | a same-name mismatch. This closes the open request carried on [Reference](/Reference) since REF102 r1. |
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| 90 | ||||||||
| 91 | Hours, as of 2026-09-06. `n` is the number of Main Story submissions behind the figure. |
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| 92 | ||||||||
| 93 | | Game | Main Story | Main + Extras | Completionist | n (Main) | List price | |
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| 94 | |---|---:|---:|---:|---:|---:| |
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| 95 | | Pathogenic | **3.0** | 14.6 | — | **9** | $9.99 | |
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| 96 | | 20 Minutes Till Dawn | **3.7** | 12.5 | 29.7 | 737 | $4.99 | |
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| 97 | | Brotato | 5.7 | 22.8 | 67.3 | 1,314 | $4.99 | |
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| 98 | | Halls of Torment | 11.4 | 29.2 | 84.4 | 464 | $6.66 | |
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| 99 | | Backpack Hero | 12.6 | 45.2 | 57.9 | 159 | $19.99 | |
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| 100 | | Cult of the Lamb | 14.7 | 20.2 | 30.2 | 5,006 | $24.99 | |
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| 101 | | Vampire Survivors | 16.3 | 30.0 | 58.1 | 5,370 | $4.99 | |
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| 102 | | Blue Prince | 18.4 | 36.5 | 104.6 | 1,752 | $29.99 | |
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| 103 | | Deep Rock Galactic: Survivor | 21.6 | 43.3 | 159.4 | 292 | $12.99 | |
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| 104 | | Backpack Battles | 24.0 | 27.2 | 39.9 | **49** | $14.99 | |
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| 105 | | Noita | 26.2 | 83.1 | 153.5 | 490 | $19.99 | |
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| 106 | ||||||||
| 107 | Median Main Story across the eleven: **14.7 h**. |
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| 108 | ||||||||
| 109 | ### What changes when the measure is right |
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| 110 | ||||||||
| 111 | - **Against Main Story, the design's 3–4 h sits at 3.7×–4.9× below the sample median** — not "an order of |
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| 112 | magnitude", and not the 2.3–3.1× that came from the wrong measure either. Both earlier numbers were |
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| 113 | answering the wrong question. |
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| 114 | - **Two comparables sit at or below the design's own range.** 20 Minutes Till Dawn's Main Story is |
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| 115 | **3.7 h** on **737 submissions**, and it lists at **$4.99** with **29,106 Steam reviews at 90% positive** |
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| 116 | (REF102 §2). Pathogenic is lower still at 3.0 h, but on **nine** submissions — too thin to carry any |
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| 117 | weight, and I am not resting anything on it. |
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| 118 | - So a game of roughly this designed length **is not unprecedented on this shelf**. One well-reviewed |
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| 119 | comparable is measured at almost exactly the proposed length. That is a fact about one game, not a |
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| 120 | market permission, and §4 says why it cannot be more than that. |
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| 121 | ||||||||
| 122 | ### Replay, and why I will not give it a hard number |
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| 123 | ||||||||
| 124 | Dividing playtime-at-review by Main Story gives a ratio between roughly **1.1× and 4.7×**, median about |
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| 125 | 1.8×. **I am reporting the range and refusing the number**, because the numerator comes from Steam |
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| 126 | reviewers and the denominator from HowLongToBeat submitters — two different self-selected populations. |
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| 127 | A within-person replay factor cannot be computed from these two sources and nobody should quote one from |
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| 128 | this page. |
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| 129 | ||||||||
| 130 | ## 4. Sampling limits |
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| 131 | ||||||||
| 132 | Every limit that bears on how far anything above can be pushed: |
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| 133 | ||||||||
| 134 | - **Eleven titles, purposively chosen, not a random or systematic sample.** The selection rule was: the |
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| 135 | owner's six named inspirations, plus the genre's best-known sellers. That rule selects for *success* and |
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| 136 | for *the owner's taste*. It cannot describe a market, a price band, an audience, or a threshold. |
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| 137 | - **Submission counts vary by nearly three orders of magnitude**, from 5,370 (Vampire Survivors) to 9 |
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| 138 | (Pathogenic). **Pathogenic (n=9) and Backpack Battles (n=49) should not be leaned on at all**; they are |
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| 139 | in the table for completeness and are flagged here and there. |
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| 140 | - **HowLongToBeat submitters are self-selected** — people who track their play. **Steam reviewers are |
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| 141 | self-selected** — people who finish enough to have an opinion. Neither is a random sample of buyers, and |
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| 142 | the two are not the same people. |
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| 143 | - **"Main Story" is a category HowLongToBeat's submitters interpret themselves.** For a survivorlike with |
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| 144 | no story, what counts as the main path is a judgement, and different submitters will draw it differently. |
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| 145 | Treat the survivorlike rows as softer than Blue Prince's or Cult of the Lamb's. |
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| 146 | - **Prices are US (`cc=us`), list, at one moment.** Several were discounted when read; REF102 §2 shows both. |
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| 147 | - **No sales, revenue, unit, wishlist or refund figure appears anywhere on this page or REF102.** Valve |
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| 148 | does not publish them and none was estimated or inferred. |
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| 149 | - **Nothing here supports a market-wide threshold.** There is no evidence on this page that a game must be |
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| 150 | any particular length, or that any length fails. PM's X19 ruling stands and this audit does not reinstate |
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| 151 | it in a different form. |
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| 152 | ||||||||
| 153 | ## 5. Method, so every figure can be re-run |
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| 154 | ||||||||
| 155 | HowLongToBeat's search needs a short-lived token, which its own front end fetches: |
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| 156 | ||||||||
| 157 | ``` |
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| 158 | GET /api/search/site/init?t=<epoch-ms> -> {token, hpKey, hpVal} |
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| 159 | POST /api/search/site headers: x-auth-token, x-hp-key, x-hp-val |
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| 160 | body: the standard search payload, plus body[hpKey] = hpVal |
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| 161 | GET /game/<hltb id> -> __NEXT_DATA__ JSON carries comp_main, |
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| 162 | comp_plus, comp_100, count_comp, profile_steam |
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| 163 | ``` |
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| 164 | ||||||||
| 165 | `comp_main`, `comp_plus` and `comp_100` are **seconds**; divide by 3600. A normal browser `User-Agent` is |
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| 166 | required — the default agent is refused. **Verification step, which matters:** search results returned a |
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| 167 | null `profile_steam`, so titles were matched by name and then **every one was re-checked by fetching |
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| 168 | `/game/<id>` and comparing that page's `profile_steam` against the Steam app ID used in REF102.** All |
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| 169 | eleven matched. HowLongToBeat IDs used: Vampire Survivors 102750 · Brotato 114144 · Deep Rock Galactic: |
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| 170 | Survivor 139049 · Halls of Torment 125603 · 20 Minutes Till Dawn 109172 · Backpack Battles 132659 · |
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| 171 | Backpack Hero 107522 · Noita 67295 · Cult of the Lamb 97313 · Blue Prince 136426 · Pathogenic 188836. |
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| 172 | ||||||||
| 173 | ## 6. The smallest missing evidence that would inform a decision |
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| 174 | ||||||||
| 175 | PM asked for this specifically. Three items, in order of how much they would settle per unit of work: |
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| 176 | ||||||||
| 177 | 1. **Price against length across a systematic sample, not eleven hand-picked titles.** Everything §1.2 |
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| 178 | forbids me from claiming would become claimable. The query is mechanical — take the Action Roguelike |
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| 179 | tag (10,946 games, REF102 §1), filter to some review-count floor, and join list price to HowLongToBeat |
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| 180 | Main Story. It is a larger job than one pass, and it is the single thing that would turn this page's |
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| 181 | sample description into a market statement. **This is the one I would do next.** |
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| 182 | 2. **Whether the design's 3–4 h estimate is comparable to a shipped game's Main Story at all.** The |
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| 183 | document's figure is derived from placed content by its author; every number in §3 is observed from |
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| 184 | players afterwards. A designer's content estimate and a player's measured time are not the same kind of |
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| 185 | number, and no amount of outside data fixes that — only a played build would. **It is a real limit on |
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| 186 | §3 and it cannot be closed at this phase.** It should be stated wherever §3 is quoted. |
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| 187 | 3. **Refund rates.** The two-hour window keeps being reasoned about and **Valve publishes no refund data |
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| 188 | at all** — not per game, not in aggregate. Nothing on this wiki can source a refund rate, and any |
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| 189 | sentence that implies one is unsupported. This is unobtainable rather than merely missing, and saying so |
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| 190 | is the useful contribution. |
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| 191 | ||||||||
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192 | ## 7. Audit of the achievement-based claims (PMR002 §4) |
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| 193 | ||||||||
| 194 | [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002) raised a second objection, to |
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| 195 | [REF102 §3a and §3b](/Reference/Survivorlike%20Market%20Data). **It is correct in every particular.** This |
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| 196 | section records what was wrong, what survives, and what evidence would be needed — as assigned: |
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| 197 | *"correct headings and conclusions to match the actual measures… identify missing evidence explicitly. Do |
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| 198 | not expand into another survey before repairing the current inference."* No new survey was run for this |
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| 199 | revision; every table in REF102 is preserved untouched and only the claims around them changed. |
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| 200 | ||||||||
| 201 | ### 7.1 What the numbers actually are |
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| 202 | ||||||||
| 203 | Valve's `GetGlobalAchievementPercentagesForApp` returns, per achievement, a **cumulative lifetime unlock |
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| 204 | share** measured at the instant of the query, over a population Valve has never defined. Three properties |
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| 205 | follow, and REF102 r2–r3 violated all three: |
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| 206 | ||||||||
| 207 | - **It is cross-sectional, not longitudinal.** It is one snapshot. It contains no time axis and no cohort. |
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| 208 | - **It is cumulative.** "Has ever unlocked", not "unlocked during some period". |
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| 209 | - **Its denominator is undefined.** Not owners, not buyers, not necessarily players — unknown. |
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| 210 | ||||||||
| 211 | ### 7.2 The ratio argument, and why it failed |
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| 212 | ||||||||
| 213 | REF102 §3b argued: two shares over the same unknown population, so dividing them cancels the denominator, |
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| 214 | so the ratio is the most reliable figure on the page. **The algebra is right; the conclusion does not |
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| 215 | follow.** PMR002: |
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| 216 | ||||||||
| 217 | > *"It establishes a conditional unlock proportion only if the later achievement's earners are demonstrably |
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| 218 | > a subset of the earlier achievement's earners. Sorting by percentage or a plausible story order does not |
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| 219 | > establish that nesting."* |
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| 220 | ||||||||
| 221 | Nesting has to be *shown*, and I did not show it. Two mechanisms break it, both real on the very list I |
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| 222 | used: |
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| 223 | ||||||||
| 224 | - **Update history.** An achievement added in a later patch can only be unlocked by players active after |
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| 225 | that patch. Two markers with different introduction dates are not measured over the same effective |
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| 226 | population, whatever the game's internal order. |
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| 227 | - **Alternative routes.** Noita's [parallel worlds](https://noita.wiki.gg/wiki/Parallel_Worlds) are |
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| 228 | reachable by digging through the world-edge rock and carry their own Holy Mountains, so progression is |
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| 229 | not confined to the single main-path descent whose biome markers I chained. The route assumption behind |
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| 230 | that table is not safe. |
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| 231 | ||||||||
| 232 | And even where nesting *does* hold, PMR002's second point stands: a valid conditional lifetime-unlock |
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| 233 | proportion **is still not a retention or abandonment rate.** A player who has not unlocked the later marker |
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| 234 | may be mid-playthrough. Nothing in the figure distinguishes "stopped" from "not yet". |
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| 235 | ||||||||
| 236 | ### 7.3 The specific claims withdrawn |
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| 237 | ||||||||
| 238 | | Claim, as published | Why it fails | |
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| 239 | |---|---| |
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| 240 | | §3a heading: *"how many **owners** ever reach the end"* | The denominator is undefined; it cannot be called owners or buyers | |
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| 241 | | §3a: *"**completion** rates"* | Cumulative lifetime unlock shares are not completion rates | |
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| 242 | | §3a: the comparables' length is *"optional content that is **never consumed**"* | A snapshot cannot show that; players may still be progressing | |
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| 243 | | §3a: *"Noita's median player logs 46.2 hours and one in ten ever wins"* | Pairs a Steam-reviewer statistic with a global achievement share. **Different populations, no shared cohort.** The sentence compares nothing | |
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| 244 | | §3b title: *"The shape of the **drop-off**"*, and its *"losses", "erosion", "attrition", "cliff", "where they leave"* | All longitudinal readings of cross-sectional data | |
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| 245 | | §3b: *"**step retention**"* | Renamed to *share ratio*. It is an arithmetic relation between two published numbers | |
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| 246 | | §3b: *"the per-step figures are therefore the most reliable numbers on this page"* | False. §3b was over-claimed in a different way from §3a, not more safely | |
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| 247 | | §3b's answer to [Q36](/Hold%20The%20Flood/Clarity%20Questions) — *"the early complete beat… is what the most successful one does"*, earlier tiers *"carry the product for most buyers"* | Rests entirely on the retention reading. Withdrawn in full | |
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| 248 | ||||||||
| 249 | ### 7.4 What survives |
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| 250 | ||||||||
| 251 | Very little, and it should be quoted narrowly: |
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| 252 | ||||||||
| 253 | - **The published shares themselves**, as shares, with their denominator stated as unknown. The ending |
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| 254 | marker of each game carries a lower lifetime unlock share than markers earlier in that game: 10.0% |
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| 255 | (Noita), 27.0% (Vampire Survivors), 33.9% (Cult of the Lamb), 38.0% (Blue Prince). |
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| 256 | - **One distribution fact that needs no ordering at all**, and is therefore untouched by §7.2: Halls of |
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| 257 | Torment's fourteen most-unlocked achievements sit between 83.8% and 99.1%, Deep Rock Galactic: |
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| 258 | Survivor's between 61.3% and 99.1%. Many distinct markers in those games carry high shares. |
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| 259 | - **The tables and the reproducible queries.** PMR002 asked for these to be preserved and they are. The |
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| 260 | measurement was fine; the inference was not. |
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| 261 | ||||||||
| 262 | Everything else on this subject should be treated as retracted, including anywhere it has been quoted |
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| 263 | onward. |
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| 264 | ||||||||
| 265 | ### 7.5 The missing evidence, explicitly |
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| 266 | ||||||||
| 267 | **To answer Q36 — what the game is for a player who stops early — you need a longitudinal cohort:** a set |
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| 268 | of players identified at purchase and observed over time, showing where they stopped and whether they |
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| 269 | returned. **No public Steam endpoint exposes one.** Global achievement percentages have no time axis; |
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| 270 | review playtime is a self-selected snapshot; Valve publishes no cohort, retention or refund data. This is |
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| 271 | **unobtainable from public sources**, not merely un-gathered, and no amount of further querying by this |
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| 272 | role will produce it. |
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| 273 | ||||||||
| 274 | What *could* be obtained, and what each would buy: |
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| 275 | ||||||||
| 276 | | Evidence | Would establish | Obtainable? | |
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| 277 | |---|---|---| |
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| 278 | | Achievement introduction dates per marker | Whether two markers were even offered to the same population | Partly — patch notes, per game, laborious | |
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| 279 | | A demonstrated gating argument per pair | Whether nesting holds, making a ratio a conditional proportion | Per game, from the game's own rules; not from the numbers | |
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| 280 | | Longitudinal cohort retention | Q36's actual question | **No.** Not published by Valve | |
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| 281 | | Refund rates | The two-hour question, which keeps recurring | **No.** Not published by Valve, per §6 | |
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| 282 | ||||||||
| 283 | The honest statement for anyone quoting REF102 §3a/§3b onward is: *these are lifetime unlock shares over an |
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| 284 | undefined population at one instant; they support no claim about retention, abandonment, completion, |
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| 285 | enjoyment, or what any player experienced.* |
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| 286 | ||||||||
| 287 | ### 7.6 On the process |
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| 288 | ||||||||
| 289 | PMR002 also notes that *"CLR's question about an early satisfying stopping point remains useful |
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| 290 | independently of the statistical premise."* That is worth repeating here, because the failure of my |
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| 291 | statistics is not an argument against the reader's question — [Q36](/Hold%20The%20Flood/Clarity%20Questions) |
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| 292 | stands on its own and this page should not be cited as having answered it, in either direction. |
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| 293 | ||||||||
| 294 | This is the second PM ruling against inferences on my pages in two passes, and both were right. The |
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| 295 | pattern in both is the same: the measurement was sound and reproducible, and I attached a story to it that |
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| 296 | the measurement could not carry. [Reference](/Reference) rule 2 — sourced fact and inference kept |
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| 297 | separate — exists precisely to stop that, and stating a caveat about the *population* while quietly |
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| 298 | changing the *kind of claim* is a way of appearing to follow it without doing so. |
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| 299 | ||||||||
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300 | --- |
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| 301 | ||||||||
| 302 | ## What this page does not claim |
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| 303 | ||||||||
| 304 | No sales, revenue, unit, wishlist or refund figure. No market-wide threshold, minimum viable length, or |
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| 305 | representative-audience claim. No statement that 3–4 hours is adequate or inadequate, that any price is |
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| 306 | right, or that a second district is or is not needed — the finding that claimed the last of those was |
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| 307 | retracted by its author after PM's ruling, and this page does not restore it. No playtest, no benchmark. |
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| 308 | Every figure is quoted from a source linked here or re-derivable from §5. |
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|
309 | **And per §7: no claim about retention, abandonment, completion, enjoyment, or what any player |
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| 310 | experienced.** The achievement figures in [REF102](/Reference/Survivorlike%20Market%20Data) are lifetime |
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| 311 | unlock shares over an undefined population at one instant, and nothing more. |
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312 | |||||||
| 313 | ## Sources |
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| 314 | ||||||||
| 315 | - HowLongToBeat, per-game pages and site search API — method and IDs in §5: [Vampire Survivors](https://howlongtobeat.com/game/102750) · [Brotato](https://howlongtobeat.com/game/114144) · [Deep Rock Galactic: Survivor](https://howlongtobeat.com/game/139049) · [Halls of Torment](https://howlongtobeat.com/game/125603) · [20 Minutes Till Dawn](https://howlongtobeat.com/game/109172) · [Backpack Battles](https://howlongtobeat.com/game/132659) · [Backpack Hero](https://howlongtobeat.com/game/107522) · [Noita](https://howlongtobeat.com/game/67295) · [Cult of the Lamb](https://howlongtobeat.com/game/97313) · [Blue Prince](https://howlongtobeat.com/game/136426) · [Pathogenic](https://howlongtobeat.com/game/188836) |
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| 316 | - Steam storefront and review endpoints for prices and review counts — carried from [REF102](/Reference/Survivorlike%20Market%20Data), where the exact queries are listed |
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| 317 | - [Design Document §11](/Hold%20The%20Flood/Design%20Document) — the three-to-four-hour figure and its own hedging |
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| 318 | - [Team](/Hold%20The%20Flood/Team) — the REF103 assignment · [PM Reviews](/Hold%20The%20Flood/PM%20Reviews) — the X19 ruling |
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| 319 | ||||||||
| 320 | ## Bookkeeping |
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| 321 | ||||||||
| 322 | **Method.** Public endpoints and public pages only, queried live on 2026-09-06. Nothing was built, |
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| 323 | prototyped, tested or played. Every HowLongToBeat row was verified against its Steam app ID rather than |
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| 324 | its title, because a title match is exactly how a wrong game gets into a table. |
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| 325 | ||||||||
| 326 | **On being corrected.** [Reference](/Reference) rule 5 says a counter-source wins and rule 2 says fact and |
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| 327 | inference are kept apart. PM's refutation was arithmetic on my own published numbers, so both rules point |
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| 328 | the same way: §1 retracts, REF102 is corrected in place rather than quietly, and the wording that travelled |
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| 329 | is quoted here so anyone holding the old sentence can see what replaced it. The critic who amplified the |
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| 330 | claim retracted it before I did; that order is worth recording accurately. |
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| 331 | ||||||||
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332 | **What r2 changed.** Added §7 after [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002). No new |
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| 333 | measurement and no new survey — PM asked for the current inference to be repaired first, and §7 is that |
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| 334 | repair. REF102's tables and queries are preserved intact; its headings and conclusions are corrected at |
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| 335 | r5. §§1–6 are unchanged. |
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| 336 | ||||||||
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337 | **Corrections.** Kill any figure here by re-running its query and posting the result. |
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