Replay value
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Replay value (or, colloquially, replayability) is the potential of a video game or other media products for continued play value after its first completion.
Influencing factors
Plot
A game with a linear plot will typically have a lower replay value due to the limited choices a character can make. Games that offer more choices in regard to what the player can do, such as
As a non-video game example, consider the difference between a "traditional" book and a choose-your-own-adventure book. For a traditional book the reader will read it from start to finish, and should they choose to re-read it the plot would remain constant, thus offering the same experience the second time around. The plot of a choose-your-own-adventure book, on the other hand, is more varied and different events would occur, some that the reader might not have seen the last time they read it, prompting the reader to read through the book again even if they have done so just moments before.
In the case of
Multiple classes
This is the ability to play as different characters each time through the game. For example, the game
Multitude of classes, accompanied by a multitude of races, is another typical characteristic of roguelike games. For example,
Multiple characters
In some RPGs, such as Skies of Arcadia, the player controls the leader of a party of characters, and additional members will join the group if the player makes the right decisions. It is unlikely that a player will "collect" every possible member on their first attempt, so they may choose to play through the story again in order to acquire the full cast.
Different characters offer new ways to tackle the obstacles within the game. They may also offer unique dialogue options and opportunities to interact with other players. The
In the case of action-oriented games, there may be some areas in the game that are only reachable using a character with certain abilities. For example, in the
Some games might offer a wide array of characters from whom to choose to play with, but gamers are usually deterred from replaying if all characters share the same story line and function more or less the same. This is the case of Mercenaries: Playground of Destruction and its sequel: the player can choose one out of three mercenaries to play with, but the story line remains the same, and the differences in gameplay (speed, strength and stealth) are too subtle to invite further replays.
Alternate paths
Some games give the player a choice of which path they want to take through the game. Two good examples are
The first two Resident Evil games featured two main scenarios, each with its own protagonist, supporting characters and scripted sequence of events. Choosing one character over the other usually meant following his/her own storyline, set along different routes but on the same location and occasionally crossing paths with the other character. Scenarios would differ by balancing odds and obstacles - an action-oriented scenario for the strong, male protagonist and a more puzzle-oriented scenario for the comparatively weaker, but faster female protagonist. Beating each scenario was required to get 100% completion, as well as all aspects of the story.
In the point and click game genre, Indiana Jones and the Fate of Atlantis offers three paths. The paths are called; Wits, Fists and Team path. The first two paths Indiana Jones leaves alone depending to complete mission basses on either thinking (wits) or fighting (fists) whereas in the third Sophia (team) tags along. Another example appears in the game Blade Runner, where Ray McCoy has to decide where to head and with precise timing events might occur otherwise an alternate path then must be taken. These path are random and some require time-accurate triggering.
Procedural generation in roguelike games, leads to high replayability, as no two games were alike.[4]
Performance grading
A number of modern multi-level games, especially
Unlockable characters and content
Sometimes beating the game or completing certain challenges will allow the player to use an
Many games enhance replayability by unlocking a second, minor story mode once the main game's beaten. This second story or sub-scenario usually functions on the same game physics/mechanics and is set in an already explored area, and its main function is to expand on the main game's story and its unanswered questions, often focusing on a secondary character now turned protagonist, and his/her point of view. Kingdom Hearts: Chain of Memories features a 'Revers/Rebirth' sub-scenario that differs from regular gameplay and centers on secondary character Riku rather than Sora. This story plays during and after the events of the main game. Likewise, the 'Separate Ways' mini-game of Resident Evil 4 has the player take hold of Ada Wong, whose path intertwines with that of the game's protagonist, Leon S. Kennedy. The same plotpoints and events are retold from her perspective. A reedited version of Silent Hill 2 features the 'Born From a Wish' scenario, chronicling events prior to the game's main scenario through the eyes of key character Maria.
Alternate endings
One of the most common ways to increase the replay value of a game is to offer multiple endings. These endings are often based on the choices the player makes during the game, like choosing to be good or evil. An early example of alternate endings was
Of note is how the Knights of the Old Republic games make use of several of these factors to increase replay value. In the first Knights of the Old Republic game, the player chooses one of three classes: soldier, scout, or scoundrel. Later in the game the player chooses one of the three Jedi classes (Guardian, Sentinel, or Counselor). Thus, the player has nine possible character combination choices. In Knights II, the player starts as one of these three
The
Many RPGs feature alternate endings, depending on player choices and quests completed. To unlock the Kingdom Hearts secret ending, one must complete the game 100% by fulfilling all mini-game sidequests and collectibles, beating all tournament enemies and locking each world's keyhole. Chrono Trigger features 13 endings, which are based on when the player defeats Lavos.
Grand Theft Auto IV features two endings, where Niko Bellic is asked by his associate Jimmy Pegorino to strike a deal with his bitter enemy Dimitri Rascalov or exact revenge on him. Niko remains triumphant in both endings, and the two main antagonists, Dimitri and Pegorino, die. The main difference between the two endings is that either Niko's cousin Roman Bellic or his love interest Kate McReary end up dying. What is ironic is that the one who gives him advice is the one to end up dying. The outcome of the war in Mercenaries: Playground of Destruction depends on the player's current standing with each of the game's factions. The one who stands the friendliest with the player will be featured as the victor of the war, though the game's sequel establishes China as the canonical victor.
In S.T.A.L.K.E.R.: Shadow of Chernobyl, players are given the option of completing the game with seven different endings. Five of these are deemed false as they are determined through in-game wealth, karma, and certain choices throughout the game. The "true" endings are called so due to the unique ending which triggers a cut-scene involving the protagonist. GSC Game World, the creator the series, also came out with two other S.T.A.L.K.E.R. games. S.T.A.L.K.E.R.: Call of Pripyat offers a more varied ending path with 20 different affecting actions. Some say the game has over 200 endings.
The game Blade Runner is another example of such with as many as thirteen multiple endings. Depending on choices, timings and multiple event triggings, the player can end up with one of the many endings. Each ending doesn't have a fixed path and can be reached through by any path depending on before mentioned factors.
Online gaming
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In
Other factors
Games where the map and starting position is different every time the players play it, in for example strategy games with a random map generator, also tend to have long-lasting appeal. The community-developed
Variety in gameplay is not essential to replayability. Many
Also there is the option to replay a segment of the game. Some notable games, most frequently shooters, permit this. They include History Civil War: Secret Missions, Battlefield and the Call of Duty series. These games generally have only a short singleplayer campaign and focus on multiplayer gameplay. Both the inability to replay missions and a lack of multiplayer activities proved damaging to Mafia II, a game with high expectations. The critics, most notably IGN, praised the game for its graphics and gameplay, but it fell down because of the lack of side missions and inability to replay missions.
In contrast, some games encourage replaying missions by adding
Many Japanese RPGs include a
Other times, players may themselves impose new special restrictions on a game to make it more difficult even if the game is linear. Examples include Nuzlocke runs in Pokémon or speed runs in a wide variety of games.
See also
- High score
- Time attack § Video games
References
- ISBN 978-0-313-37936-9.
- ^ Castro, Juan (August 25, 2005). "Shadow the Interview". IGN. Archived from the original on March 11, 2012. Retrieved January 28, 2009.
- Allgame. Archived from the originalon November 14, 2014. Retrieved January 26, 2009.
- ^ Lee, Joel (November 28, 2014). "How Procedural Generation Took Over The Gaming Industry". MakeUseOf. Retrieved November 13, 2015.