I believe so. Nearly in all of the reviews I have read and watched, there is talk about the qualities that make the game. This is a typical framework that makes sense. People want to know about the game. They want to know how it plays more than anything, and that's fine. Everything from a visual and audio perspective usually speaks for itself. Most of the time comments on the graphics are made which I deem unnecessary. The sound makes sense to elaborate on since we as a community only receive so much as an "appetizer" to tide us over in the numerous trailers (or scant few.) It's nice to know if the quality of sound deviates from what it is or expands. Controls make sense for obvious reasons, as well as a little sampling of the story helps as well.
But one quality I notice that always seems to be left out is replayability. This my friends, I deem a very important quality, if not THE quality that makes a "good game" into an "outstanding" game.
What aspects make the game replayable? What content is readily available after completion? Is there any incentive to proceed past the game's endscreen? I feel that sometimes creators of a "good" game pay so much attention on "wrapping it up" and neglect to think about a key thought here: Do they want a one hit single, or a game that tops the charts? "Chart" in this case being the mental desire of wanting to play a game over others for years to come.
I am not referring to basic replayability, which is comprised of the drive to COMPLETE the game. I am simply talking about incentive to continue AFTER you run through the game.
A good example I can think of off the top of my head of a good game that lacks replayability to an outstanding game that is ripe with it is "Shadow of the Colossus" vs "Super Mario 64."
Yeah I went there, but I am doing two extremes for a reason here. They both have their own reasons for being great games. I bring Shadow of the Colossus up cause I loved that game. I loved every single thing about it; the isolation, the "story," the angle. But once you complete it you are rewarded tools that honestly don't do much against the creatures since your primary way of killing them is STILL the sword. Basically, the endgame content is filler to milk a few more hours out of you. It's a "naked" game stripped even MORE bare by having no real incentive or reward for running back through it. When it's done, it's done.
But Mario 64? That's different. You have choices. You CAN beat the game prematurely. However, it's because they added this option that really helped it's replayability in the long run. For the people that do beat the game, they have a LOT more stuff they can do. For those who do blaze through the entire game the first try, getting every star and what not, they have the challenge of knowing that they could beat the game in any order they want, and clear it at any time once a certain point is reached.
I am having a really hard time trying to comprise all my thoughts together while getting it in as few words as possible. I am not really satisfied with that comparison, so I might consider another more fitting at a later time. So lets end this with a few questions and feedback from the community:
What weight does replayability hold to you? Do you care? What shape do you prefer replayability to take the form of? The "spoken" content (IE: New Game+, unlockables, online capabilities, etc,) or do you prefer it of the "unspoken" variety (IE: Hacks, Cheats, Vague references, easter eggs, etc?)
If a game has a low chance of replayability, then what qualities do you hold in high demand to keep your attention long enough?
Thanks for reading, and I will appreciate all feedback
But one quality I notice that always seems to be left out is replayability. This my friends, I deem a very important quality, if not THE quality that makes a "good game" into an "outstanding" game.
What aspects make the game replayable? What content is readily available after completion? Is there any incentive to proceed past the game's endscreen? I feel that sometimes creators of a "good" game pay so much attention on "wrapping it up" and neglect to think about a key thought here: Do they want a one hit single, or a game that tops the charts? "Chart" in this case being the mental desire of wanting to play a game over others for years to come.
I am not referring to basic replayability, which is comprised of the drive to COMPLETE the game. I am simply talking about incentive to continue AFTER you run through the game.
A good example I can think of off the top of my head of a good game that lacks replayability to an outstanding game that is ripe with it is "Shadow of the Colossus" vs "Super Mario 64."
Yeah I went there, but I am doing two extremes for a reason here. They both have their own reasons for being great games. I bring Shadow of the Colossus up cause I loved that game. I loved every single thing about it; the isolation, the "story," the angle. But once you complete it you are rewarded tools that honestly don't do much against the creatures since your primary way of killing them is STILL the sword. Basically, the endgame content is filler to milk a few more hours out of you. It's a "naked" game stripped even MORE bare by having no real incentive or reward for running back through it. When it's done, it's done.
But Mario 64? That's different. You have choices. You CAN beat the game prematurely. However, it's because they added this option that really helped it's replayability in the long run. For the people that do beat the game, they have a LOT more stuff they can do. For those who do blaze through the entire game the first try, getting every star and what not, they have the challenge of knowing that they could beat the game in any order they want, and clear it at any time once a certain point is reached.
I am having a really hard time trying to comprise all my thoughts together while getting it in as few words as possible. I am not really satisfied with that comparison, so I might consider another more fitting at a later time. So lets end this with a few questions and feedback from the community:
What weight does replayability hold to you? Do you care? What shape do you prefer replayability to take the form of? The "spoken" content (IE: New Game+, unlockables, online capabilities, etc,) or do you prefer it of the "unspoken" variety (IE: Hacks, Cheats, Vague references, easter eggs, etc?)
If a game has a low chance of replayability, then what qualities do you hold in high demand to keep your attention long enough?
Thanks for reading, and I will appreciate all feedback