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Why Do Some Games Take 100 Hours to Finish? Main Story, Side Quests, and Completion Time Explained

“100 hours to finish” can mean a completionist run rather than the story path. This guide explains Main Story, Main + Sides, Completionist and All Styles estimates, and how to interpret them.
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A game described as taking 100 hours usually does not require 100 hours to reach its story ending. The figure may include side quests, exploration, collectibles, achievements, repeated activities, or an attempt to complete every tracked objective. Before treating any playtime estimate as a requirement, identify exactly what “finished” means and which play style the estimate represents.

What “finish” means in a game

Completion time is not one universal measurement. Players can stop at the required story ending, continue through substantial optional content, or pursue nearly every objective. Services that collect playtime estimates therefore separate different scopes instead of treating them as interchangeable.

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Category What it generally includes What the number tells you
Main Story Required story missions and objectives needed to reach the ending. A baseline for someone focused on the central narrative.
Main + Sides The story plus optional quests and other substantial extra tasks. A broader playthrough for someone who explores beyond the critical path.
Completionist An attempt to pursue every achievement, medal, collectible, activity, or other tracked goal the game offers. An upper-end target that can be far longer than the story route.
All Styles A combined estimate intended to represent different approaches. A general reference, not a promise for any individual player.

This distinction is the main reason a headline can say “100 hours” while many players reach the ending considerably sooner. A completionist figure and a main-story figure answer different questions.

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A dated example shows how far the categories can diverge

A Steam curator page titled How Long To Beat displayed the following figures on December 8, 2025, for one game:

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Play-time category Displayed estimate
Main Story 35.5 hours
Main + Sides 69.5 hours
Completionist 133 hours
All Styles 65 hours

The 133-hour completionist figure is more than three times the 35.5-hour main-story estimate. Someone asking how long it takes to “beat” the game could therefore receive very different answers depending on whether they mean reaching the ending or pursuing nearly everything. The 65-hour “All Styles” value is a reference across approaches, not an industry average and not a guaranteed personal result.

These numbers are a dated estimate associated with one page and one game. They should not be presented as a typical length for all games, or even as a fixed duration for every player of that game.

Why optional content can add dozens of hours

Side quests create additional objectives

Side quests are not needed to complete the critical story path, but they can contain their own dialogue, locations, combat encounters, puzzles, rewards, and endings. A player who accepts and completes most of them is following a substantially different route from one who moves directly between required missions. The “Main + Sides” category exists to capture that broader route.

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Exploration slows a direct route

Open areas, hidden locations, optional encounters, and detours add time even when they are not listed as formal quests. Searching thoroughly means traveling away from the next required objective, investigating clues, and sometimes returning to areas later. Two players can complete the same required missions while spending very different amounts of time in the world.

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Collectibles turn coverage into a separate project

Collectibles are often distributed across the map or tied to optional challenges. Finding all of them can require revisiting locations, consulting a checklist, or using a new ability to reach previously inaccessible areas. A player who collects a few items incidentally is not pursuing the same goal as a player attempting a complete set.

Achievements and medals add tracked targets

Completionist definitions commonly include every achievement and medal. These objectives may ask for actions that are unrelated to simply finishing the story, such as clearing optional challenges or meeting special conditions. Each additional target can require setup, retries, or a separate activity loop.

“Everything” is wider than the main narrative

Games may contain activities that never appear on the critical path: optional bosses, challenges, alternate objectives, upgrades, or repeatable content. When a completion estimate counts what the game offers rather than only what the ending requires, the total can pass 100 hours without implying that the narrative itself is unusually long.

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Completion-time estimates describe play styles, not promises

A completion figure is an estimate linked to a particular approach. It is not a service-level guarantee that every player will take exactly that long. The same category can produce different results because players move through content at different speeds and make different choices about what to inspect or retry.

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  • Route choice: A direct mission-to-mission route usually covers less content than a route that accepts every optional objective.
  • Exploration pace: Reading conversations, searching environments, and checking side areas increases elapsed time compared with moving quickly toward the next marker.
  • Retries and difficulty: Failed encounters, puzzles, or missions can extend a playthrough. Available evidence does not establish a universal ranking for how much each difficulty level changes total time.
  • Planning: A player using maps or checklists may find collectibles more efficiently than someone searching without them, while the planning itself can change the overall process.
  • Stopping point: One person may regard the story ending as completion; another may continue until achievements or every optional activity is cleared.

These are reasons an individual result can differ from a displayed estimate. They should not be turned into a universal formula for predicting every player’s duration.

How to judge the evidence behind a playtime number

Not all figures have the same status. When comparing estimates, check both the scope and the source.

Evidence type How to interpret it Question to ask
Developer-published estimate An official statement about intended or expected content length. It may describe a particular goal, such as full completion. Does the developer mean the main story, optional content, or everything?
Player-reported database estimate A measurement assembled from player submissions or a platform’s displayed category. Which category, date, and play styles are represented?
Curator or third-party summary A presentation of estimates that may combine categories or sources. Is the page showing a specific game and date, rather than a general benchmark?
Research measurement A study of methods for analyzing playtime, often using samples and defined observation limits. Does the study measure a population or explain this particular game and player?

The dated Steam curator figures above are useful because they label several scopes for one game. They are not evidence of a representative industry-wide distribution.

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Why 100 hours is not a general average

There is no established representative current average in the available evidence that would make 100 hours a normal duration across games. Game length varies by title, design, content scope, and the completion target being measured. A single page’s figures cannot stand in for an entire industry or genre.

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It is also misleading to average unlike categories. Combining a 35.5-hour main-story estimate with a 133-hour completionist estimate would obscure the question each number answers. A useful comparison keeps the scope constant: compare main story with main story, or completionist with completionist, and record the date and source.

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The 500-hour example: a warning about wording

In January 2022, Axios reported that Techland announced at least 500 hours to fully complete Dying Light 2. The claim prompted a reaction because many readers interpreted the number as a required playthrough length. It was a full-completion claim, not evidence that the main story takes 500 hours and not a typical playtime statistic for games generally.

This example illustrates why the verb and the scope matter. “Fully complete” can include every optional objective, whereas “complete the story” usually refers to reaching the narrative ending. The same title can truthfully have a much shorter main-story path and a much longer completionist target.

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How to read a “100-hour game” claim

  1. Find the category. Look for labels such as Main Story, Main + Sides, Completionist, or All Styles. If none is given, treat the claim as incomplete rather than assuming it means the story.
  2. Identify the finish line. Decide whether you want the ending, most substantial optional missions, or every achievement and collectible.
  3. Check who produced the estimate. Note whether it comes from the developer, player reports, a curator, or another third party.
  4. Check the date. A displayed figure is associated with the data available when it was captured. Updates, expansions, and revised submissions can change it.
  5. Keep comparisons like-for-like. Compare the same category across games; do not compare one game’s completionist figure with another’s main-story figure.
  6. Use the figure as a planning aid. Treat it as an indication of scale, not a deadline or a promise about your own pace.

Choosing the right target for your own playthrough

Your goal What to look for What the estimate can and cannot tell you
Reach the story ending Main Story estimate and the game’s required missions. Useful for scheduling the narrative route; it excludes much optional content.
See substantial extra content Main + Sides estimate and descriptions of optional quest coverage. Better reflects an exploratory playthrough, but still depends on which side activities you choose.
Complete every tracked goal Completionist estimate, achievement list, collectible requirements, and any post-story objectives. Signals the largest commitment; it may involve retries, backtracking, and tasks unrelated to the ending.

If a page reports only “100 hours,” ask what would have to be included to reach that total. Without that information, the number cannot tell you whether the story itself is long or whether optional objectives account for most of the time.

What playtime research can—and cannot—establish

A research paper surfaced in search that uses survival-analysis methods to study game playtime, including settings where observation time or the sample is limited. That kind of method can help analyze when players stop or how long observed sessions last, but it does not create a universal duration for every game or explain every player’s pace.

A dissertation discussing the “Main Story” category and completion-rate research provides historical context for how playtime categories have been studied. It is not current platform documentation and should not be treated as a live definition for every service.

The practical conclusion is narrow but important: a 100-hour label is meaningful only when its completion category, source, date, and measurement context are visible. Once those are known, the number can help you plan; without them, it is too ambiguous to describe what finishing the game actually requires.

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