Progress tracking6 min readUpdated

Best ways to track mission progress

Most game trackers offer three states: not started, playing, finished. That vocabulary is fine for a four-hour indie and useless for a sixty-hour open-world game you last touched in March. 'Playing' covers everything from the tutorial to the final boss, which means it tells you nothing at the exact moment you need to know something โ€” when you are deciding whether to pick a game back up.

Mission-level tracking fixes that by recording where in the story you actually are. It takes slightly more effort per session and pays it back the first time you return to a game after two months.

The problem with percentage-complete from the game itself

Plenty of games report their own completion percentage, and almost none of them mean the same thing by it. Some count collectibles, some weight side content equally with the main story, and some are measuring achievement unlocks rather than narrative progress. A game reporting 34% might be a third of the way through the story or two missions from the credits.

Achievement percentages have the same problem in a different direction: they are excellent for completionist tracking and actively misleading for story progress, because the hardest achievements are usually orthogonal to finishing the game at all.

A mission list sidesteps both. If a game has 51 story missions and you have done 12, you are 24% through the story โ€” no interpretation required, and it compares meaningfully to the next game.

Build the list once, tick it forever

The obvious objection is that entering 51 mission names is worse than the problem it solves. It would be, if you had to type them. In practice there are three routes, in descending order of convenience.

The first is taking a list someone else has already published for that game and saving your own copy of it. Your copy is yours โ€” edit it, reorder it, tick it off โ€” and the original is untouched by anything you do. Automated scraping of community wikis sounds like the obvious fourth route and isn't: every wiki lays its mission pages out differently, and an importer that is right two games in six produces lists of enemy names you then have to unpick.

The second is pasting a list you found yourself, one mission per line. The third is typing chapter headings as you reach them, which sounds laborious but is about four words per session and produces the most accurate list of the three.

  • A copied list is a private copy โ€” edits never reach the original
  • Group missions into chapters; numbering should stay continuous across them
  • Sequential mode lets ticking mission 12 fill in 1โ€“11 in one action
  • Unticking should clear only that entry, so a skipped mission stays a visible gap

Keep side content out of the main count

The fastest way to make mission tracking useless is to mix side quests into the story list. Side content is optional by definition, so including it means your completion percentage measures a target you never intended to hit, and 'time remaining' becomes a number you will never reach.

Track them as a separate list, and leave that list untimed on purpose. How much side content you do is a choice you make per game and per mood, so any estimate attached to it is invented. A count โ€” 6 of 40 side quests โ€” is honest and useful; an estimate of '18 hours of side content remaining' is a fiction that makes the main estimate worse.

Turning progress into time remaining

Once you have a mission count and a time-to-beat figure, an estimate falls out of the arithmetic: divide the expected story length across the missions and multiply by what is left. Twelve of 51 missions in a 35-hour game means roughly 26 hours to go.

Be clear-eyed about the accuracy. Real missions vary enormously โ€” a five-minute drive to a waypoint and a forty-minute set piece count the same in this model, and no public data source gives per-mission timings. The estimate is a planning tool with a wide error bar, not a countdown. It is still dramatically better than the alternative, which is no number at all.

Where it earns its keep is comparison. When four games are all sitting at 'playing', the one with six hours left and the one with fifty are very different propositions, and that is the decision the number is there to inform.

A workflow that survives contact with real life

The tracking habit that lasts is the one that costs a few seconds at a natural stopping point. Tick the mission you just finished when you put the controller down โ€” not during play, and not in a weekly catch-up session you will abandon by the third week.

If you return to a game and cannot remember where you were, the mission list is the answer by itself: the first unticked entry is where you stopped. That is the entire payoff, and it is why the habit is worth the few seconds.

PC gaming7 min read

How to optimize your Steam library

Cut a 900-game Steam account down to the dozen games you would actually enjoy finishing, and keep it that way.

Updated 14 Jul 2026