[HN Gopher] Replayability in game design
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       Replayability in game design
        
       Author : amichail
       Score  : 50 points
       Date   : 2022-08-07 12:14 UTC (1 days ago)
        
 (HTM) web link (medium.com)
 (TXT) w3m dump (medium.com)
        
       | smiley1437 wrote:
       | Funny, the game I replayed the most was 'Hack', a Rogue-like.
       | 
       | I can't quite put my finger on why it was so addictive, but I
       | think it was the randomness - discovering which potions were
       | which, which scrolls were which, and of course hoping for a
       | merchant with a massive shop full of goods to pillage kept me
       | playing.
       | 
       | The difficulty was quite high too, forcing quite a few replays
       | before getting that Amulet of Yendor
        
       | SSchick wrote:
       | Got baited by the headline into thinking this would be an article
       | about determenism and implementation of 'replay' functionality
       | but this is interesting as well.
       | 
       | I personally like to think the most 'replayable' games are the
       | ones that have deep emergent gameplay.
       | 
       | Eg. interactions between many different mechanics that when
       | combined create unique/challenging/entertaining situations
       | without being programmatically forced to occur.
       | 
       | Unfortunately capturing this is notoriously hard and (from my
       | experiences) primarily out in multiplayer games since humans are
       | generally unpredictable and tend to find interesting edge-cases
       | in game mechanics.
        
       | maltyr wrote:
       | Games actively train a player's "skill". I define the player's
       | skill as the player's ability to use the mechanics in the game to
       | meet the challenge the game is presenting.
       | 
       | The way to make a game more replayable, then, boils down to 3
       | things:
       | 
       | 1) Make the game more challenging. This forces the player to
       | change their approach to problems (because their old solution no
       | longer works)
       | 
       | Multi-agent games do this by having a variety of opponents.
       | 
       | Single-player games do this by ramping up the difficulty,
       | generally by making the execution requirements tighter. More
       | complexity, or less leeway for mistakes.
       | 
       | Leaderboard-type games do this by using a "best score" as the
       | goal. (e.g. Rhythm games, racing games, etc.)
       | 
       | 2) Adding and/or removing mechanics that force the player to
       | change their approach to problems. Again, this is either because
       | the old solution doesn't work, or you must use the new mechanic
       | in the solution.
       | 
       | 3) Add randomness, mimicking either of the above. (e.g.
       | Roguelikes/lites, deckbuilders, etc.)
       | 
       | There's also the possibility of extending play-ability by
       | "creating new content". I think this isn't really
       | "re"playability, since the generated content hasn't been "played"
       | before, but procedurally-generated content and sandbox games have
       | this sort of code-generated-novelty-as-replayability.
        
       | kibwen wrote:
       | One topic that I didn't see it address: _should_ your game be
       | replayable? For many (most?) of my favorite games, movies, and
       | books, I don 't really care about experiencing them again. The
       | first time through was delightful, and then I'm happy to move on
       | and try other things.
       | 
       | It's great if your game _is_ replayable, but not all games need
       | to worry about replayability. And even if your game is
       | replayable, it should still be fun even to people who only play
       | through once, without locking core mechanics behind endless
       | repetition. And the pursuit of replayability is no excuse for
       | trying to get your players addicted; players should feel free to
       | stop when they 've had their fill, without any pressure to
       | consume more.
        
         | mediaman wrote:
         | And implementing replayability often comes at a cost: it is
         | much more difficult to create an interesting and compelling
         | story, for example, or witty dialogue, if it must also have the
         | sorts of variation to allow for novel experiences upon replay.
         | 
         | That's not important for all games, but for some, it absolutely
         | is the difference between a deep and meaningful experience and
         | one that has better replayability mechanics but lesser
         | emotional impact.
         | 
         | I've seen a number of high potential games get ruined because
         | the developers thought they had to make it more replayable,
         | which precluded other aspects of the game.
        
       | proc0 wrote:
       | This is a good analysis. I think there is a high level
       | perspective that abstracts most of those points. For this
       | context, games fall into two main categories or a combination of
       | both: the ones created with a designed solution, and the ones
       | created without a solution that the players have to discover
       | and/or solve.
       | 
       | A game is "solved" when the player has accomplished the main
       | goals of the game, which usually means having gone through the
       | main experience it's offering. A highly replayable game is one
       | that was not designed with the solution out of the box. These
       | games are usually "sandbox" games, and the designers created
       | systems and tools for the player to use, but they did not design
       | the specific experiences the player will go through.
       | 
       | Sanbox games have emergent gameplay. In contrast, games that are
       | designed with a solution in mind, don't have as much replayable
       | value. Games that are story driven, like the The Last of Us, or
       | Resident Evil, have less replay value than Factorio or GTA which
       | are sandbox games. Many games are in between, having elements of
       | both.
        
       | adamesque wrote:
       | As pointed out in other comments, this article doesn't discuss
       | the fundamental prerequisite for replayability, which is to build
       | a core loop that is fun and rewarding. The fact that there are so
       | many definitions of "rewarding" (challenging, relaxing,
       | aesthetically pleasing, competitive, collectability) makes the
       | solution space huge, and loot tables and biomes are a very small
       | fraction.
        
         | njyx wrote:
         | Agreed that you need a rewarding core loop and also one that
         | becomes richer over time (more characters? more actions, more
         | power, less power...). But, I think you also need a longer term
         | engagement element beyond the core loop: being engaged with the
         | goals of game. If there's only one (e.g. only one ending) then
         | if you love the game you'll try to reach it at least one. If
         | there are more you might be tempted to try them all.
         | 
         | Another thing that helps and isn't discussed much in the
         | article is the "meta" game around a game. Especially if the
         | game has liveops and new characters come out, there are events
         | etc. Most by themselves probably won't make someone replay. But
         | if there's enough new stuff and a community which is constantly
         | discovering new stuff to do then that can spark the desire to
         | play again.
        
           | adamesque wrote:
           | My favorite way for a core loop to become richer over time is
           | when the loop has a very high skill ceiling the player can
           | move through in a semi-controlled way. For multiplayer games,
           | this means good matchmaking, but for other games this is
           | layered in via optional challenges/achievments/bonus goals
           | etc.
           | 
           | The stated goal of the game (aka reaching the ending) may or
           | may not be along this path.
        
       | setr wrote:
       | This article almost entirely focuses on content variation, but I
       | think far more important is game system complexity and inter-
       | complexity. The ultimate problem stopping replay (assuming you
       | like the game systems in the first place) is the realization that
       | you've "solved it" -- you understand the various inputs and
       | outputs of any action or mechanism and can trivially predict the
       | results.
       | 
       | This usually occurs because the game systems themselves are
       | trivial (often a set of independent features stuffed behind the
       | same UI, but A has no influence on B), because one or a few of
       | the systems are overwhelmingly influential (e.g. melee mechanics
       | don't matter if guns are trivially superior for all scenarios),
       | or because the game itself doesn't incentivize the player to
       | actually exploit those systems to any real degree (e.g. the game
       | is too easy or the levels don't introduce enough new constraints,
       | so the first solution found applies globally; often fixed by
       | player-induced artificial challenges like no X runs).
       | 
       | Multiplayer however cheats this because even trivial systems can
       | become a huge exploration space when incentivized by direct
       | competition (analysis and understanding is pushed to the limit;
       | e.g. sm64 requires a certain level of understanding to play
       | effectively, but speed runners and TAS take that understanding to
       | the nth degree) and the players themselves bring metagaming as an
       | additional system worth exploring (eg any competitive
       | multiplayer)
       | 
       | It's also confounded by multiplayer games that are less "played"
       | and more used as a social space -- replacing the shopping mall --
       | like many mmo's, Minecraft, etc. You're not replaying so much as
       | visiting and killing time between social interactions (so even
       | highly repetitive actions often suffice).
       | 
       | The content variation is largely necessary to give reason and
       | space to explore the game systems under novel constraints.
        
         | forgotpwd16 wrote:
         | Note though that a game can have emerged complexity arising
         | from simple rules. Classic examples will be chess and go.
        
           | Jensson wrote:
           | Chess and Go are only popular for legacy reasons, they
           | shouldn't be used as examples of good game design. People
           | care about the complexity in those games only because of the
           | legacy culture and competitions, people would never care
           | about them as new games without all that history.
        
             | spywaregorilla wrote:
             | They're only POPULAR for legacy reasons, but popularity is
             | a very poor proxy for game design. Chess and Go are great
             | games.
             | 
             | Fixed start, no hidden information, turn based games are
             | pretty rare anymore. They're not eyecatching, but they're
             | still good concepts.
        
               | palmetieri2000 wrote:
               | I love both of these games although I'm not particularly
               | good or knowledgeable about either. Just out of
               | curiosity, do you think there are any interesting
               | resolutions to the issues around the balance of who gets
               | to go first? (First-Move Advantage)
               | 
               | WARNING: KINDA A RAMBLE, STOP READING HERE IF BORED
               | EASILY.
               | 
               | I've also played a lot of Magic the Gathering, which of
               | course has hidden information and a hybrid fixed start.
               | Both players have the same number of cards in their hand
               | and on the field[1], but will almost certainly have
               | different cards to each other even in Deck X vs Deck X
               | mirror match ups.
               | 
               | In competitive MtG with a best-of-3 system, there can be
               | a sense felt by the players that the die roll for
               | Game-1-Turn-1 has a disproportionate effect on the match.
               | Despite the roll giving you the choice of first or second
               | turns, it is decidedly unusual for players to win the
               | roll and choose to go second (even though the player who
               | goes first skips their first card draw).
               | 
               | For the sake of the argument, if we assume going second
               | definitively has lower chance of victory then the players
               | perceptions can become frustrated and this can effect
               | their desire to replay the game.
               | 
               | Because the loser of Game 1 selects who goes first in
               | Game 2, and will likely pick themselves, and the winner
               | of Game 1 is more likely to have won the Game-1-Turn-1
               | dice roll.
               | 
               | We get an outcome in which beating your opponent in Game
               | 1 cascades, because your opponent will choose to go first
               | in the 2nd game and either win returning the turn 1
               | advantage to you for the tiebreaker G3 or lose and the
               | match concludes. Because Game 1 has disproportionate
               | significance AND is the only game where luck decides who
               | goes first AND is chronologically the the first to occur,
               | I have observed (and felt) a kind of stewing frustration
               | at 'playing out' the rest of some matches after losing
               | the die roll and then having a poor early game 1.
               | 
               | I believe a this is mostly concerns players emotions and
               | perceptions about 'inherent' advantages, which is why
               | I've talked about it as a factor of replayability rather
               | than just strategy.
               | 
               | [1]In a typical circumstance, some cards or deck types
               | can alter the initial game state of the board or hand.
        
             | stcredzero wrote:
             | _People care about the complexity in those games only
             | because of the legacy culture and competitions_
             | 
             | I think this is less than half true. People wouldn't care
             | about those games, if they didn't have the amount of
             | emergent complexity that they do. It would be more accurate
             | to say that they soak up so much attention because of
             | legacy culture and competitions. But those wouldn't exist,
             | if those games didn't have certain qualities which made
             | them eminently interesting and replayable in the first
             | place.
             | 
             | Could they have been replaced through different accidents
             | of history with other games entirely? Sure. But those games
             | would have had many of the same qualities.
        
               | rcxdude wrote:
               | Indeed. Chess and go have survived a long time, and they
               | would not have done so if they were not interesting in
               | their own right. We just don't see the games lost to
               | history.
        
         | hypertele-Xii wrote:
         | > The ultimate problem stopping replay
         | 
         | For me it's _time._ If I know in advance the game will take 10
         | hours to finish then no matter how much variety it has, I 'm
         | not gonna play it again.
        
           | Jensson wrote:
           | Why did you play it the first time? Why would the second time
           | be different? Your statement doesn't answer this fundamental
           | question about replayability.
        
             | egypturnash wrote:
             | The first time you play it, you will be encountering the
             | game's art, music, and design for the first time. Will it
             | be good? Bad? Just okay? Will there be one surprise that
             | takes your breath away? It's full of novelty and
             | possibility.
             | 
             | The second time, you mostly know what you're in for. There
             | may be different paths to take, there may be new stuff
             | unlocked by your first play through. But if you made it to
             | the end then you've probably exhausted most of its unique
             | content. There may be other things to come back for (DLC,
             | competitive play, 100%, achievements, etc) but it's easy to
             | put it down for good.
             | 
             | How many books, movies, or TV shows do you come back to?
             | How many do you go through once and never again? Why should
             | a game be any different?
        
               | boomlinde wrote:
               | _> How many books, movies, or TV shows do you come back
               | to? How many do you go through once and never again? Why
               | should a game be any different?_
               | 
               | You can design a game such that it's a somewhat unique
               | experience every time you play it. Even games with
               | limited variation in setup allow different approaches
               | from the player. That's not possible with traditional
               | novels and film. At best, maybe you can review a film or
               | a book and pay more attention to some detail you didn't
               | notice that much in the first view, but in the end you
               | are rather passively consuming a fixed narrative.
               | 
               | Of course, how meaningful this is depends on whether the
               | game mechanics stand out on their own, or if it's mostly
               | a vessel for a fixed narrative. If the game is just a
               | mechanically bland walk from one cutscene to another,
               | with little agency, it might not seem worth it. A lot of
               | AAA titles are like this IMO. If the game generates a
               | unique set of challenges every time you play it, or
               | rewards new approaches, there is much more fun to be had
               | replaying it.
        
               | lostmsu wrote:
               | Depending of the definition of "to finish", this is
               | completely not applicable to any open world RPGs. E.g.
               | unless you consider game not finished until you completed
               | all the side quests.
               | 
               | Same for open-ended building games like Minecraft
               | (technically completed when you kill the dragon), Cities:
               | Skylines, or Factorio (when you send a rocket).
        
               | adamrezich wrote:
               | why should a book or movie be different from a game? well
               | for one they're _wildly_ different media. what you wrote
               | only applies to linear narrative-focused games, and if
               | those are the kinds of games you like, that 's fine...
               | but the medium has so much more to offer!
               | 
               | I would rather try a janky, kind of bad, yet
               | mechanically/systems-wise interesting game like Kenshi
               | over another AAA movie-game any day of the week. I have
               | no problem with linear/linearish narrative-focused games
               | --I'm currently playing through a visual novel actually.
               | but interactively conveying a pre-defined narrative
               | (possibly with some "choices" sprinkled in here and
               | there) is only the tiniest tip of the iceberg of
               | possibilities the medium affords!
               | 
               | the problem here is, video games are still a very young
               | medium, so many people have preconceptions about
               | conventional storytelling/narrative structure that they
               | carry over from film and literature. many people want a
               | video game they're considering purchasing to be something
               | with an Hour Count you can look up online, weigh against
               | your interest in the plot/setting/characters/whatever,
               | and decide if playing through the predefined arc of the
               | game is something worth their time. few people look for
               | games with mechanics and systems that converge in
               | interesting, complex, emergent ways, and say to
               | themselves, that looks like something _fun_ to _play_
               | (with) for _as long as I keep enjoying it_!
               | 
               | Sea of Thieves is an interesting game because it attempts
               | to bridge this gap. when my buddies and I play it every
               | now and again, we _enjoy_ planning some loosely-defined
               | goals for a session, then just fucking around on the open
               | seas as we see fit. for us, something like seeing how
               | many powder kegs we can gather and fit into the crow 's
               | nest so as to test the viability of hucking them into the
               | water and shooting them when fighting player ships, is
               | _infinitely_ more entertaining and interesting that
               | playing through the scripted storyline quests. but on the
               | other hand, my fiancee loves to play through these
               | scripted storyline quests with the wife of one of my
               | friends, just dutifully following the quest instructions,
               | looking up how to do things online if needed, whatever is
               | necessary to check that quest off their list. this same
               | friend 's wife has expressed in the past that she
               | _cannot_ for the life of her understand the appeal of the
               | roguelike /lite genre--"why would you just want to play
               | the same thing over and over?"
               | 
               | many people _like_ (and _expect games to be_ ) linear
               | narrative experience video games, but more games should
               | try to be more gamey, more systemsy, more emergent,
               | because that's what makes the medium unique and different
               | than others. the only issue with this is player
               | expectations, which hopefully will shift somewhat with
               | time.
        
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