Just a random thought of mine, but I feel like word count can be eerily deceptive when thinking of things from a consumers perspective.
I didn’t really know if this thought justified a full thread or not, so I just thought I would share it here, but lets say for example that in one case an author has variables for pronouns and in the other the author copy/pastes then changes the specific pronoun relevant words. In the former case, there would be significantly less ‘total words’ but the experience when read would be the exact same.
This is where having some who paint word count as being the end all be all measurement for if they will buy something will end up being a bit out of tune. Since if you only looked at word count, the former author would look significantly less appealing, even if both of the materials between them are the same one is done with significantly less words. [Mind you, there is nothing wrong with either method of the author’s, rather an issue that can come up with the perception of word count amongst readers]. I think all of this would encourage then for an author to take less efficient routes in terms of their coding to make the game appear bigger just because taking more time to be more efficient may actually put people off since the word count is smaller.
All this leads me to think / say that I think “Playthrough Length/Count” is really important to provide alongside the word count of a game. Anyway I don’t know what the actual point of this whole diatribe is I just felt like sharing a thought.