“The Game Really Opened Up When I Beat It”, Says Crimson Desert Rep; Main Campaign Is a “Very Small Percentage” of Total Content

Alessio Palumbo
Crimson Desert
According to Pearl Abyss, the main campaign in Crimson Desert is a very small percentage of the total content; the game is massive.

Following the release of the first video in a series dedicated to the game's mechanics ahead of the first ever base PlayStation 5 footage (which may turn the game set to run at 4K resolution and high framerates on PS5 Pro thanks to the upgraded PSSR into 2026's Game of the Year, according to a former Rockstar Games animator), Crimson Desert developer Pearl Abyss also conducted an interview with Destin Legarie, in which PR Director Will Powers discussed the game's length.

Powers refused to provide a specific number, claiming that it only fostered negative discussion from both ends of the spectrum (those who don't have much time to play and those who have more free time). However, he did share some interesting tidbits: the main campaign is apparently just a very small percentage of the overall content available in Crimson Desert, and he said there's lots to do even after the main campaign is over. Furthermore, Powers added that he spent about 50 hours just on side activities, such as crafting. Overall, the game is "massive".

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Respectfully, I dislike this question. I understand why it is asked, but players devour games in different ways. Some barrel through the main campaign immediately, but providing a specific number is difficult. If I give a large number, parents with limited time may feel discouraged or intimidated by the game. Conversely, students with more free time might find the same number too small. Regardless of the figure I provide, it feels like a losing proposition. I have been consistent in my refusal to provide a specific number, but I can say the game is massive. What I appreciate about it is the flexibility; you can choose what to do in each session based on your available time. There is a constant sense of progression and reward, even in the smallest activities.

Last week, I spent 50 hours playing the game. I sat down and played for 50 hours, focusing primarily on side content. I was not even fishing; I was mining, upgrading weapons, and testing mechanics. Since there is a set difficulty for all enemies, you can grind to overcome challenges through sheer willpower if you choose. This is an intended design choice. We never want a player to feel they must simply "get good" to proceed. If you invest time, you can beat everything. Alternatively, an incredibly skilled player could run right through it. The game should not prevent progression simply because a player does not understand a specific mechanic.

It is impossible to provide a definitive answer for open-world games because people rarely follow only the critical path. However, the main campaign represents only a small percentage of the overall content. For me, the game truly expanded after the credits. I realized I had barely scratched the surface of certain factions and their entire quest lines. Because I work on the game, I am aware of the available content, yet even after finishing the story, I realized I had missed entire areas because I was too focused on the main path. There is a vast amount of content to return to, including deep customization options and systems to invest time in. The developers' approach was to create an open world that encourages exploration. Their strength lies in creating emerging, immersive worlds where players can spend thousands of hours.

Crimson Desert is definitely one of the most anticipated games set to release in early 2026, and a game far above the level of a mass-producer Unreal Engine 5 game, according to an alleged former developer.. To learn more about it, read our recently published roundup article.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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