One Player's Quest to Beat the Seemingly Endless 'Desert Golf'
waypoint.vice.com
waypoint.vice.com
(400/(4*365*24))*100 =~ 1%
He could easily rack up that game time with about 20 minutes per day. Granted, to do that each and every day for 4 years is still quite some undertaking, but it's not like he's spending every waking hour obsessing over it.(This only sprang to mind because I instantly compared it to my 160+ hours of game time in Breath of the Wild, a game I've only owned for a couple of months...)
(Edited for formatting of the napkin-math)
[1] (PC version; I've probably got 100+ hours on the Vita version as well)
I thought that game was 50 hours to beat. Are you going for 100% complete, or is the game more difficult game than I realized?
For example, there's an element of the game where you photograph various animals/objects and attempt to collect an example of each and every one. Now and then I take some time out and just roam the landscape, honing my photography skills. The next thing I know it, hours have passed and I'm thinking to myself "what am I actually supposed to be doing again?" It's a game to get lost in, big time.
And it only gets more insane if you try self imposed challenges, attempt speedrunning, mess around with glitches or try out various mods for the Wii U version.
And that's still nothing when you consider that many people play your average Pokemon or Animal Crossing game for many hundreds or even thousands of hours, or how long people spend playing MMORPGs or other multiplayer focused titles.
300-400 hours is impressive for a game like this one, but obsessive might be something closer to a World of Warcraft who's played the game for eight hours a day for six years, or someone whose entire YouTube career is based on being really good at a single game (like pannekoek or Stryder7x).
https://duckduckgo.com/?q=%27Desert+Golf%27&atb=v83-1__&ia=v...
So either I got a different layout for 14,758, or it's not impossible. And obviously, I've also never encountered a level with endless water. Is it possible that the procedural generation is not identical across all devices?
The update provides a fixed series of 10k hand-checked levels for everyone to play, regardless of their existing game state, so your game will end after hole 38,890.
And as an aside: Patrick Klepek who wrote the article worked at Giantbomb at that time.
I liked that thought.
Yes if you want to be reductionist and just call this 'playing a game' then no, 'playing a game' isn't a strange hobby. But that's like calling BASE jumping, 'just jumping in the air.'
The only notable here is that the game is seemingly repetitive, but even there each level is different and requires a new way to hit the ball.
People have played Counter Strike on de_dust2 (a specific map) for almost two decades as this point. They play the same map over and over again, is it repetitive? Maybe, but each time there are new people so it makes it a new challenge each time.
People have played solitaire for their whole lives, again the dynamic comes on each "level" (i.e. new shuffle).
I am 100% sure that the play time of these people dwarfs this guys play time many many many times over.
A notable one being related to the MMO Final Fantasy XI, with the "Maat's cap" item being created by Square Enix to praise a player who achieved the maximal level on every job available in the game. Which back then needed hundreds of days of slow and frustrating grind.
He says he saves multiple times (he mentions that he usually does it "at least three times") which I thought would mean that he uses multiple different saves but instead he seems to only have one single save that he overwrites multiple times. So in the end he just increases the wear of the underlying flash and has no backup. Not to mention that it increases the change of having a save being interrupted in case of power failure. That's bold.
Frankly the fact that he doesn't appear to have even a single backup save on what appears to be an otherwise empty memory card makes me question the authenticity of that whole ordeal. On the other hand I guess I shouldn't presume to understand the mindset of somebody who's willing to go through something like this.
With that heuristic in place you just generate mostly random stuff and throw out what doesn't work. Writing a generator that works about 99.9% of the time must require painful tweaking.
It is technically true that it's possible there might be a solution that your search won't find. But I never found an example of that occurring for my game. So if you follow this, you may inadvertently throw out a hard level that has a solution, but you'd never present the player with a level that has no solution.