Cognitive Biases in Play

Sunk Cost Thinking in Long Games

How time, money and effort already spent push players to keep going in long games, and a simple forward-looking test for deciding whether to continue.

On this page
  1. Paying twice for the same mistake
  2. Why long games invite it
  3. The forward-looking test
  4. A worked example
  5. Related traps
  6. Making it practical

Paying twice for the same mistake

A sunk cost is something already spent that cannot be recovered: time, money, effort, in-game resources. Sound decisions look forward. They ask what each option will cost and return from this point on. Sunk cost thinking is the habit of letting the past enter the calculation, as if having spent a lot is a reason to spend more.

The classic form is “I’ve come this far, I can’t stop now.” The reasoning feels responsible, even virtuous, since it sounds like persistence. But the spent hours are gone whether you continue or quit. Only the future costs and benefits differ between the options.

Why long games invite it

Long games accumulate investment by design. A hundred-hour campaign, a ladder climbed over a season, a collection built pack by pack, a deck refined over months: each represents commitment that is visible and, to the player, feels like something that would be wasted by stopping.

Several features amplify the pull.

Visible progress. Level numbers, collection percentages and streak counters turn past effort into something you can see and feel you would lose.

Loss aversion. Abandoning an investment feels like realising a loss, and people tend to avoid that feeling. The link to loss aversion is close: quitting makes the loss final, while continuing keeps the hope of recovering it alive.

Identity. A player who has called themselves a “main” of one character or a loyal follower of one strategy may stay with it to avoid admitting a mistake.

Escalating commitment. Each additional hour or purchase makes the earlier ones seem more justified, and also raises the amount that would be “wasted”.

The forward-looking test

A clean way to counter the bias is to imagine you are making the decision fresh.

  1. Imagine arriving today. If you had no history with this game, character or plan, but were offered it in its current state, would you choose it?
  2. List only future costs and benefits. How many more hours, how much more money, and what enjoyment or progress do you realistically expect from them?
  3. Count the alternatives. What else could you do with the same time? Opportunity cost is a real cost, and it is easy to ignore when staring at what has already been spent.
  4. Decide by comparison. If continuing looks better than the alternatives, from today’s point, continue. If not, the past is not a reason.

This does not mean that past investment never matters. It can carry information. For instance, the skills you gained or the items you own may make continuing cheaper than starting something new, and that is a legitimate future benefit. What does not count is the spending itself.

A worked example

Suppose you are trying to finish a set of 20 collectible items in a game. You have 17 and have spent, say, 60 hours. The remaining three each have roughly a 2 percent chance per attempt (the published drop rates, as far as you know), and each attempt takes about ten minutes.

Chasing the last items of a set is a version of the collectors problem, where the final pieces take the longest. If the chance per attempt is 2 percent, the average number of attempts to get a particular item is 1 ÷ 0.02 = 50, which is about 500 minutes or roughly 8 hours for each of the three, and the actual time could be much shorter or longer, since waiting time for a rare drop varies widely. The three items together might average around 25 hours. (This treats the items as separate hunts; if a single attempt could yield any of them, the figure would differ.)

The sunk-cost question is “I’ve already put in 60 hours, I can’t stop.” The forward-looking question is “Is it worth about 25 more hours, with real uncertainty, for these three items, compared with what else I could do?” Reasonable people answer differently. The point is that the 60 hours should not be in the answer.

  • The “just one more” loop. Small increments, each justified by what was spent before, can stack into a large total that no one would have agreed to in advance. Setting a budget in time or money beforehand is a defence.
  • Staying with a losing position. In strategy and card games, a player may keep investing resources in a plan that is failing because they have already committed so many. Sometimes cutting losses early is the strongest move.
  • Buying to justify. After spending in a game that offers purchases or random rewards, some players spend more to make the earlier spending feel worthwhile. Because rewards from random mechanics are uncertain, past spending does not make the next attempt any more likely to succeed, a point worth remembering alongside pity timer mechanics, which are explicit rules rather than a promise that a payoff is due.
  • Finishing out of obligation. Completing a game you are not enjoying because you bought it is a sunk cost, since the price is paid either way.

Making it practical

Put checkpoints into long games: a planned review after a certain number of hours or at the end of a season, when you ask the forward-looking questions. Write down your stop conditions when you are calm and uninvested. In games involving money, being willing to stop is a core part of responsible play, and the cost already incurred should never be the reason to spend more.

Quitting is not always right, and continuing is not always wrong. The goal is a decision made on what lies ahead, with uncertainty acknowledged, and not one made on what is behind.

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