Pearl Abyss makes it clear that the story is just one part of everything its open world has to offer.
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Crimson Desert is still keeping many secrets, but slowly, new details about its proposal are coming to light. This time, the focus is on one of the aspects that most interests players: how many hours the game can offer and how that time is divided between story and additional content.
During a recent interview, Will Powers, Director of Public Relations at Pearl Abyss America, spoke indirectly about the game’s longevity. Although he avoided giving a specific number of hours to complete the main campaign, his statements allow for a fairly clear idea of the game’s approach.
The campaign is not everything in Crimson Desert
According to Powers, the team considers that the main mission is just one part of the experience, and not necessarily the central axis of the entire game. The world design is intended to constantly divert the player to secondary activities, exploration, and optional tasks that have significant weight in progression.
Powers himself commented that he had spent around 50 hours playing almost exclusively secondary content, such as alternative missions, environment exploration, or activities like mining. This reinforces the idea that Crimson Desert is not designed as a linear experience, but as a world where there is always something more to do beyond the main objective.
Another interesting point is the difficulty system. The game world scales with character progress, allowing players to approach most content in the order they prefer, without the risk of certain areas or activities becoming unfair or losing appeal over time.

