Poll: What gives a game replay value?

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Lemur_Ninja

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I'm working on an "Indie" game and I'm trying to figure out what gives it replay value. I'm trying to limit it down to core parts of the game- an expansive environment (think of the 2D Metroid games and how the map constantly feels growing), a good story, visuals, music, a multiplayer element, and customization.

So... What do you think gives a game replay value and why? If you chose other, explain what it is you believe gives a game replay value.
 

SnootyEnglishman

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May 26, 2009
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The gameplay of course..that's what makes you want to see more of the story, do more things, collect all items and power-ups.
 

NickCaligo42

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Simple answer: Creative problem-solving and emergent gameplay.


Long answer:
To create replay value there is one simple thing that a designer must understand: You do not create fun. Players create fun for themselves. You create opportunities for fun.

To be more specific, to me it's all about having multiple ways to approach problems, whether it's the myriad of playstyles in Devil May Cry that come as a result of mixing Dante's weapons, the extensive team-building of Pokemon, or the sheer open-endedness of Metal Gear Solid's various challenges, where they essentially give you the tools to overcome a problem, a starting point, and a goal, and it's entirely up to you to pursue it as you wish. On any given playthrough I don't play MGS3 the same way.

I don't see sheer expansiveness of the environment as a factor here. That does help, and a gigantic sandbox game can eat up a lot of time with sheer dicking around, but I never felt like Fallout or Oblivion had any replay value to them once I got through them that one time; the play-styles aren't different enough and the solution to any given problem or quest is always pretty damn clear-cut, if not patronizingly shoved down your throat.

I have the same problem with a lot of other open-world type games, as well as a lot of the more linear shooters that're coming out now adays. Multiplayer doesn't even make Gears of War interesting to me, because you play it the same no matter who you're with. Find cover, shoot, find better cover, Marcus, flank 'em, rinse, repeat. Engaging problem-solving? Yeah, the first time you do it, but otherwise it's a type of game that's so focused on its cover mechanic that there's practically nothing else to it but the same simple procedures repeated ad nauseum. Co-op gains it exactly one more playthrough for most people I know, and because it's so rigid in the way that it expects you to do things I've never seen anybody play it differently, even when they have vastly different personality types and preferences in gaming.

The mechanics of the game itself have to be broad in themselves so as to present multiple paths to solving a problem, the design of the problems can't force any single solution (RPGs are REALLY bad at this), and there have to be objects in the game that give the player goals that they can set for themselves. These can be clear, intrinsic objects like items they want to get (gotta save up enough rupees in Majora's Mask for the dark milk so that I can have unlimited magic for a few days) or more abstract goals (Mass Effect's dialogue system, where you may want to go all the way to one side or another just to see where the more extreme options take you or so that you can challenge yourself).

Replay value's a pretty damn complex thing when you get down to it. In your case you've got the network flow of the environment going for you, and that's hugely helpful since you can create multiple entry points and paths to different key areas. Focus on that, and try to provide incentive for exploring those different paths.
 

real life potato

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Without the story behind some of today's games, they would be crap and no rational person would want to continue through it a second time. Dragon Age? Fantastic. Mass Effect? Brilliant. Halo? Debatable multiplayer, but despite the cliche plot, it has a great background story. It doesn't matter that the concept of aliens threatening human life is old, it still makes a great story.
 

Obrien Xp

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Excellent Gameplay, the other things come immediately after, Pac Man had little to none of the other things you mentioned, but it had fantastic gameplay. Visuals are second, story third, music fourth, if there is multiplayer it really adds replay, but most games replay very well without it.
 

King Kupofried

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The ability to jump into the actions at any point you like that you have cleared. Coming to mind is Devil May Cry, which lets you choose any mission you like, skip any cut scenes and just do as you please with different weapons and styles. Each mission is short, fun, and best of all you can pick which ones you like the best and play to your heart's content.
Obviously this can't be applied to a game unless it's mission based or cut up in the same way as Devil May Cry but it is a good thing.
 

Iron Mal

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likalaruku said:
The ability to not be exatly the same every time you play it.
Not nessercarily, look at DOOM.

It is more or less exactly the same thing over and over but it just so happens to be the right same thing.

What makes a game replayable in my opinion is the gameplay itself, if it's fun to play and there are many memorabe moments and experiences then you'll find people coming back for more even if the plot is just a flimsy excuse, the graphics are terrible and the characters are as likable as a hornet's nest.
 

likalaruku

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Iron Mal said:
likalaruku said:
The ability to not be exatly the same every time you play it.
Not nessercarily, look at DOOM.

It is more or less exactly the same thing over and over but it just so happens to be the right same thing.

What makes a game replayable in my opinion is the gameplay itself, if it's fun to play and there are many memorabe moments and experiences then you'll find people coming back for more even if the plot is just a flimsy excuse, the graphics are terrible and the characters are as likable as a hornet's nest.
Never really had the desire to play Doom.
 

Marter

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Games I replay over and over again tend to have some part of the gameplay that is really addictive. It isn't usually the major part of the gameplay, but there will usually be some feature that I really liked.
 

ArcWinter

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Replay value?

Tons of extras to unlock. You know how in CoD games they have challenges?

YEAH I WANT THEM ALL NOW

So it's a good idea to put unlockables in there, with random rewards. I don't even care what the rewards are. Just make a cool sound pop up when you get the unlockables.
 

real life potato

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likalaruku said:
Iron Mal said:
likalaruku said:
The ability to not be exatly the same every time you play it.
Not nessercarily, look at DOOM.

It is more or less exactly the same thing over and over but it just so happens to be the right same thing.

What makes a game replayable in my opinion is the gameplay itself, if it's fun to play and there are many memorabe moments and experiences then you'll find people coming back for more even if the plot is just a flimsy excuse, the graphics are terrible and the characters are as likable as a hornet's nest.
Never really had the desire to play Doom.
That's not a problem with Doom's epic gameplay, it's a problem with the motivation to play it. By creating Doom, ID played one of the best cards played in the history of gaming.
 

The Night Shade

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Oct 15, 2009
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ArcWinter said:
Replay value?

Tons of extras to unlock. You know how in CoD games they have challenges?

YEAH I WANT THEM ALL NOW

So it's a good idea to put unlockables in there, with random rewards. I don't even care what the rewards are. Just make a cool sound pop up when you get the unlockables.
This one,i played a lot of games twice only to unlock the extras
 

Phlakes

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Just look at Left 4 Dead, and someone said in MGS3, you don't play it the same twice. That's the whole reason they developed the AI Director, to make gameplay varied which adds replay value. Good gameplay is a plus too, and unlockable things definitely help (I played through RE5 three times just to upgrade weapons).
 

Lemur_Ninja

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For me it's got to be collectables and unlockables (costumes, weapons, even artwork and such). Good, or at least fun gameplay is a given to keep us playing as well.

Multiplayer is definitely a huge part, and pretty much the only replay value in most major games today.
 

Kurokami

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Feb 23, 2009
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Lemur_Ninja said:
I'm working on an "Indie" game and I'm trying to figure out what gives it replay value. I'm trying to limit it down to core parts of the game- an expansive environment (think of the 2D Metroid games and how the map constantly feels growing), a good story, visuals, music, a multiplayer element, and customization.

So... What do you think gives a game replay value and why? If you chose other, explain what it is you believe gives a game replay value.
Focus on customization in a way that changes gameplay strategy etc and try to make it a simpleish game, the reason being many people nowadays play games in windows while doing other things, that's the reason many people prefer runescape (hah!) verses world of warcraft (lol)
 

Denizen

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Jan 29, 2010
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I chose Other and here is why:

Overall Design or how everything flows together.

Would you want to try the extra modes if the way you play them is already unappealing gameplay wise? Every part of the gameplay experience should be well catered to (i know this is an ideal but all ideals are what makes you strive to perfect certain things) if you want the player to be engrossed or motivated to enjoy them. Let me put this into a certain angle or specific term: gameplay.

If you throw in well-designed gameplay, the entire experience is fun and promotes multiple ways of applying the action* (*fun gameplay with many ways of performing it = modes), and last but certainly not least: music that personifies the game (when you hear it, you think this, and remember how good it was or can't wait to try it again). With that said, the environments should influence both since the way you play it demands ways of navigating and applying certain actions.

Last Note: We all know that you can't expect a bad gameplay experience to compliment environments, stories, or other people enjoying it together. Therefore nail the gameplay experience so in turn everything compliments each other.

Good Luck and I hope this helped.
 

real life potato

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Kurokami said:
Lemur_Ninja said:
I'm working on an "Indie" game and I'm trying to figure out what gives it replay value. I'm trying to limit it down to core parts of the game- an expansive environment (think of the 2D Metroid games and how the map constantly feels growing), a good story, visuals, music, a multiplayer element, and customization.

So... What do you think gives a game replay value and why? If you chose other, explain what it is you believe gives a game replay value.
Focus on customization in a way that changes gameplay strategy etc and try to make it a simpleish game, the reason being many people nowadays play games in windows while doing other things, that's the reason many people prefer runescape (hah!) verses world of warcraft (lol)
lol runescape wut

I can't believe I ever played that game.
 

Kurokami

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Feb 23, 2009
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real life potato said:
Kurokami said:
Lemur_Ninja said:
I'm working on an "Indie" game and I'm trying to figure out what gives it replay value. I'm trying to limit it down to core parts of the game- an expansive environment (think of the 2D Metroid games and how the map constantly feels growing), a good story, visuals, music, a multiplayer element, and customization.

So... What do you think gives a game replay value and why? If you chose other, explain what it is you believe gives a game replay value.
Focus on customization in a way that changes gameplay strategy etc and try to make it a simpleish game, the reason being many people nowadays play games in windows while doing other things, that's the reason many people prefer runescape (hah!) verses world of warcraft (lol)
lol runescape wut

I can't believe I ever played that game.
The game mechanics aren't 'that' bad actually, I despise Runescape and general MMO's, but I can understand those who play em, shouldn't be something to be ashamed of (unless you claim it the best game in the world).