• teawrecks@sopuli.xyz
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    9 hours ago

    only 7% users have actually beat the game of the people who kept it. the people who refunded shouldnt be that different than the average

    You would need data to show this hypothesis to be true, you can’t assume it, the variables are not independent, that’s the whole point being made.

    • Dudewitbow@lemmy.zip
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      9 hours ago

      while i can’t entirely assume it, you cannot assume that the people refunded are drastically better than the people who didn’t, especially when the dev puts out the 55k refund numbers. if hes going to claim 55k refunds, he needs to show that 55k (or a majority of those) actually beat the game and refunded in under 2 hours, else hes bundling a bunch of people who simply ragequit and likely legitimately refunded the game. The debate ultimately comes up because he happen to tie the 55k number on the same post as showing the comment that someone beat the game and refunded. Thats the equivalent of going somewhere, finding one thing to support your cause, and saying everything there supported it without actually checking.

      • teawrecks@sopuli.xyz
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        8 hours ago

        But all games have a rate of refunds, including refunds due to rage quitting. Our null hypothesis should be that the refund rate should be the same as any other game (controlling for difficulty).

        I don’t know what a normal rate of refunds is, that is probably data that is out there. But if the refund rate for this game is significantly higher than normal, then we can say that SOMETHING about this game is different.

        If we control for every factor besides hltb, and it’s still higher, only then could we say with high confidence that the difference is due to people finishing and refunding. But we technically can’t ever say that with 100% certainty unless we go to every person’s house and watch them do it.

        • Dudewitbow@lemmy.zip
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          8 hours ago

          the game is intentionally designed around being frustrating, due to controls, and especially since it was designed to be done in coop, as it came from a period of time like carry the glass or chained together was. It’s not like conventional hard game like thrown into elden ring with no souls experience hard, but intentionally difficult games like those in the Foddian category like baby steps, pogostuck and such. they’re intentionally hard, and theyre intentionally designed to fuck with the player, far more than a typical game would.

          Its a very similar vein as modern hard vs “nintendo hard” in the past because games werent hard to be hard, they were hard because of intentional design decisions to prevent users from renting a game and beating it, and to prolong game value