Value against quality
A market map of every game we track, plotted on what it costs against how good it is. Unlike most market maps, this one is not a snapshot someone drew once. The value axis is wired to our hourly price check, so a game slides right when it goes on sale and back left when the sale ends. Scrub the timeline to watch it move.
Across 6 games on this map, 3 sit in Premium picks. Genshin Impact offers the most content per dollar at 60 hours for nothing, while Halo Infinite is the most expensive per hour at 11 hours for $59.99. The Legend of Zelda: Tears of the Kingdom holds the highest review score at 9.6. Positions on the value axis change whenever a tracked price changes.
Generated from the current data, so it cannot contradict the map above it. Last recomputed 2 September 2026.
6 of 6 games shown
Only the value axis moves. It is tied to the hourly price feed, so a game slides right when it goes on sale and back left when the sale ends.
- Mobile
- Multi-platform
- Nintendo
- PlayStation
- Xbox
Every point links to that game's full entry. The same data as a table sits below, which is also what screen readers and answer engines read.
How to read this map
The two axes
- X, Value. Main-story hours divided by the lowest current price we have observed, indexed so that 2.5 hours per dollar scores 100. Free-to-play games score 100 by definition. This axis moves every time a price moves, which is why the grid is not static.
- Y, Score. The score our reviewer assigned after playing, multiplied by ten. One reviewer, hours played stated on every page.
The four quadrants
- Essentials. Scores highly and costs little per hour. Buy without thinking about it.
- Premium picks. Excellent, and you will pay for it. Worth waiting for a sale unless you want it now.
- Bargains. Enormous amount of game for the money, without being a masterpiece.
- Situational. Narrower appeal on both axes. Buy for a specific reason.
Position data table
The same numbers as the map above. This is the version screen readers use, and it is the version an answer engine reads, so it is not an afterthought.
| Game | Quadrant | Value (X) | Score (Y) | Hours | Price | Platform group |
|---|---|---|---|---|---|---|
| Genshin Impact | Bargains | 100 | 83 | 60 | Freelist | Mobile |
| Final Fantasy VII | Essentials | 93 | 90 | 37 | $15.99list | Multi-platform |
| Elden Ring | Premium picks | 39 | 95 | 58 | $59.99list | Multi-platform |
| The Legend of Zelda: Tears of the Kingdom | Premium picks | 34 | 96 | 59 | $69.99list | Nintendo |
| God of War Ragnarok | Premium picks | 14 | 92 | 21 | $59.99list | PlayStation |
| Halo Infinite | Situational | 7 | 80 | 11 | $59.99list | Xbox |
Download the same data: CSV · JSON. Free to reuse with attribution and a link back to this page.
Build your own view
Open the axis pickerPrice, audience size, accessibility, hardware demand, player sentiment and critic scores can each go on either axis, alongside our own story, gameplay, graphics, originality and variety sub-scores.
Other views
The same engine supports other axis pairs. They stay locked until the data behind them has been collected and dated, because a map drawn from figures nobody checked is worse than no map.
Methodology
Value index. Main-story length divided by the lowest price we have currently observed across tracked storefronts, then indexed so that 2.5 hours of main story per dollar scores 100. Free-to-play games score 100 by definition, which is a limitation rather than a judgement: a free game with a heavy in-game economy will sit at the far right of the map regardless of what it costs to actually play. Read the individual entry before treating that as a recommendation.
Review score. The score our reviewer assigned after playing, multiplied by ten. One reviewer per game, hours played stated on every entry.
Where the lines sit. Our published scale calls 9.0 and above Essential. The line sits there so the split means something, rather than at 50 where every reviewed game would land above it. 50 is the midpoint of the index, which equals 1.25 hours of main story per dollar.
What this map deliberately does not do. It does not weight by popularity, because we do not have audited sales figures. It does not average critic scores, because those are third-party numbers we will not publish until a person has read and dated each one. And it does not adjust a position to make any game look better: every coordinate is computed from the two numbers in the table.
Known limits with a small catalogue. With 16 games tracked, the score axis clusters high, because we have not yet reviewed anything we disliked. That is a sampling artefact and it will resolve as the catalogue grows. We would rather show it than hide it by rescaling the axis.
Found an error? Tell us and we will fix it and note the correction.