How Long Is This Game? A Practical Guide to Main Story, Side Content, and 100% Completion Times
game lengthbacklog planningcompletion timesgame guides

How Long Is This Game? A Practical Guide to Main Story, Side Content, and 100% Completion Times

PPixel Pulse Editorial
2026-11-06
6 min read

Learn how to estimate a game's main story, side content, and completionist time while accounting for difficulty, DLC, multiplayer, and updates.

Wondering how long a game will take to finish? This guide shows you how to read playtime estimates, separate the main story from optional content, and build a realistic plan for finishing a game without treating one number as a promise.

Overview

“How long is this game?” sounds like a simple question, but the answer depends on what finishing means to you. Reaching the credits, completing the main story and a selection of side quests, unlocking every achievement, and continuing through a live-service endgame are very different commitments.

A useful game length guide should therefore show at least three estimates:

  • Main story: The approximate time to follow the critical path and reach the ending.
  • Story plus extras: The time required for a typical playthrough that includes optional missions, exploration, upgrades, collectibles found naturally, and other worthwhile diversions.
  • Completionist: The time needed for objectives such as all missions, collectibles, achievements, challenges, endings, and substantial post-game content.

These categories are more useful than a single headline number because they match different players. Someone planning a weekend may only need the main-story estimate. A player managing a large backlog may want the story-plus-extras range. A completionist needs to know whether the final stretch involves careful cleanup, repeated attempts, online tasks, or open-ended activities.

The estimates below are planning tools, not guarantees. Your route, difficulty, familiarity with the genre, reading speed, accessibility settings, performance issues, and willingness to replay content can all change the result.

How to estimate

Start by identifying the game’s content structure. A linear campaign is usually easier to estimate than an open-world role-playing game, a procedural roguelike, or an online game with rotating objectives. Look for the number and type of chapters, whether side content is required for progression, and whether the game has multiple endings or difficulty-specific tasks.

Use this simple planning model:

Total playtime = critical-path time + optional-content time + cleanup or endgame time

For a first estimate, choose a baseline for the main story, then add only the activities you realistically expect to do. If you normally skip collectibles but complete character quests, do not use the completionist number. If you explore every area and retry difficult encounters, add a buffer rather than selecting the fastest reported time.

A practical schedule can be built from weekly sessions. For example, if your estimate is 24 hours and you can play four hours per week, plan for roughly six weeks before allowing for missed sessions. If you expect to spend time experimenting with builds, replaying missions, or learning a demanding combat system, add another planning block instead of assuming every session will be equally efficient.

Difficulty should be treated as a range rather than a fixed multiplier. Lower difficulty may reduce failed attempts, while higher difficulty can add retries, resource management, and time spent learning encounters. Some games also hide meaningful content behind difficulty settings; others change only combat pressure. Check the game’s structure before adjusting the estimate.

Inputs and assumptions

Before deciding whether a game fits your schedule, record the inputs that matter most:

  • Playstyle: Decide whether you are rushing the campaign, exploring freely, or pursuing nearly every objective.
  • Genre familiarity: Experienced players may move quickly through familiar systems, while newcomers may need time to learn menus, builds, movement, or encounters.
  • Difficulty and accessibility: Aim assist, damage options, puzzle assistance, text speed, remapping, and other settings can affect pace without making the experience less legitimate.
  • Replay requirements: Multiple endings, missable quests, New Game Plus, and achievement cleanup can make “100%” substantially longer than one complete playthrough.
  • Online requirements: Multiplayer missions, matchmaking, seasonal objectives, or coordination with other players can add waiting time and availability constraints.
  • Platform and performance: Long loading times, crashes, stutter, or control differences may affect your actual schedule. For a structured way to assess these issues, see our game performance review checklist.
  • Edition and expansions: A complete edition may include story expansions that are not part of the base-game estimate. Compare the base game, DLC, and season pass separately with our edition and DLC guide.

Keep the estimate honest by separating required content from optional content. A side quest may be optional for the ending but essential to the experience you want. Conversely, a collectible list may be technically necessary for an achievement while offering little value to your personal playthrough. “Completion” is a personal target, not a universal standard.

Worked examples

Consider three common planning cases.

A focused campaign

You have a limited window and want to see the main ending. Use the main-story estimate, then add a modest buffer for tutorials, retries, and optional exploration that catches your attention. Avoid planning against the fastest possible time, since that often assumes familiarity and minimal detours.

A normal first playthrough

You intend to complete useful side missions, investigate most areas, improve your character, and collect items you encounter naturally. Start with the main-story estimate and add the side-content range that matches the game’s density. This is usually the best figure for deciding whether a new release fits into a month, a holiday break, or an existing backlog plan.

A completionist run

You want every achievement, collectible, optional boss, ending, and substantial challenge. Use the completionist estimate only after checking its conditions. Online requirements, missable objectives, high-difficulty clears, repeated runs, and post-game cleanup can make this category much less predictable. If the game has procedural or seasonal content, describe the target as “current completion” rather than assuming a permanent final total.

For multiplayer games, estimate one session of setup and coordination separately from match time. Queue delays, uneven team sizes, connection problems, and the need to learn maps or roles can all make a short activity consume a longer calendar block. If cross-platform play or progression affects who you can play with, consult this cross-play and cross-progression guide before committing to a shared schedule.

When to recalculate

Revisit a game-length estimate whenever the underlying content changes or your own goal changes. Recalculate after a major expansion, a substantial rework, a new endgame system, or an update that adds missions and activities. Patch notes can help distinguish balance changes from genuine additions; our patch notes explainer offers a practical way to read those changes.

You should also update your plan when you switch difficulty, decide to pursue achievements, begin a second character, or move from solo play to multiplayer. Platform changes deserve a quick review if loading, performance, or control differences are affecting your sessions.

Before starting, write down three targets: your finish line, the hours available each week, and the activities you will skip if time becomes tight. Recheck that plan after the first few sessions. If your actual progress is slower than expected, reduce optional objectives or extend the calendar rather than treating the estimate as a deadline. That small adjustment keeps game length useful for backlog planning: it helps you choose what to play next while leaving room for the way you actually play.

Related Topics

#game length#backlog planning#completion times#game guides
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Pixel Pulse Editorial

Gaming Guides Editor

Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.