Replay value

Replay value or replayability (English replay value or replayability ) is a term used in the development and evaluation of games, particularly computer games. He refers to the property of games to be fun even in renewed attempts after first playthrough.

  • 3.1 frustration factor
  • 3.2 Strictly linear storyline

Disambiguation

The replay value is of particular importance in the single player mode of computer games, where the player competes alone on the computer. Board games have from the outset a high replay value, since you are playing with other people and so every game is different. The situation is similar with multi-player computer games.

A related, but to be more modest term is the long-term motivation, which also comes into play especially when the solo computer games. This is especially true in games without a real end of the game such as Sim City.

Criteria of a good replay value

Below is a list of game features that encourage replay value. As stated above, these criteria are based primarily on a solo computer games. A combination of these criteria in a game generally increases the replayability.

Little complex properties are listed first.

High Scores

High score tables increase the replayability of games, since they correspond to a kind of indirect multi-player mode. Older games often have no direct natural end of the game, that is, the aim of the game is to hold out as long as possible. The game end is defined by the demise of the character - Game over. Highscores demand especially in arcades out the players to improve their game performance ever further in order to maintain their place in the highscore list. Highscores thus have a competitive challenge character. Examples: Pac -Man, Tetris, pinball machine.

Different ways of victory

Especially in strategy games of replay value increases when there are different ways to win the game, for example a peaceful and a military approach. So you can play a very different tackle to win it. Examples include Civilization or Age of Empires.

Variable difficulty

Frequently, computer games are for the beginner initially placed in the easy difficulty to deal with. After passing games, the player can then try a higher difficulty level. Examples: Civilization, Diablo II

Collecting experience points

In contrast to the high scores experience points affecting the game. Most of the experience points will be converted into an experience level. For each additional level more experience points are needed or equal enemies get less experience. With increasing level or experience points certain skills ( spells, attack techniques ) will be unlocked. Furthermore, the experience level increases some basic parameters such as attack value and defense value. Experience fit indirectly to the difficulty of the game to the player's skill. If the game world too heavy, so you win despite defeat of experience, so it is a little easier when trying again. Is collecting experience not unlimited possible, then this component loses its value at the end of the game. Examples: Pokemon, Gemcraft.

Collecting a currency for upgrades

Closely related to the experience points collecting a currency (money, mana, commodities) which is then the skills can be improved: eg The spells cause more damage, the engine uses less fuel. At the end of the game the upgrades, however, are usually limited, so that the currency is unnecessary. In some games, both experience points as well as a currency occur. Examples: Upgrade Complete.

In common with the experience points

  • Are collected in the course of the game
  • Unlocking skills
  • Lowering the level of difficulty after defeats
  • Gathering is unnecessary if there are no upgrades

Collecting items

A significant factor is fun when you can collect items with different attributes. There are usually frequent, inexpensive items that provide only the necessary values ​​, and there are rare, expensive items for which the necessary values ​​as armor are very high and have additional skills. The same level can therefore be played again to randomly get a rare item. The player has the option of his equipment before the level to optimize. Does the game not infinitely rare items, so you have at some point seen all rare items again, then passes the passion for collecting. Examples: Monsters Den.

Hidden secrets

A popular item are secret rooms, secret levels, hidden treasures, bonus items and so-called Easter Eggs. This invite you to continue to browse after the end of the main plot of the game world. Examples: Grand Theft Auto: San Andreas, Quake.

Improving the character

In a variety of computer role-playing games, the ability to export after the end of the game the player character and this is again in the game to compete. This enables the player to improve the equipment of his character continue to learn new skills and / or to achieve higher levels of character development. Examples: Diablo II, Sacred.

Various game characters

Computer role-playing games, or hack and slay games offer very often access to different game characters that have very different abilities to some extent. Replaying with another character requires different approaches to the problems / opponent of the game. Examples: Diablo.

In Computer strategy games are often different breeds / races to choose from, which have different abilities, sometimes even only through special units that allow for the solution of the game different approaches. Examples: WarCraft III.

Non-linear level design

Non-linear level design provides the player several options to choose from to get from one area inside the level to the next. This can be realized for example by alternative paths between the individual space portions, or by the free choice of the order for tasks to be completed. Non-linear level design directly affects the gameplay within a level, not mandatory, on the progress of the parent action ( see below). Examples: Deus Ex, Far Cry, Morrowind.

Non-linear storyline

Games in which the player decisions have influence on the course of action, have a higher replay value. This is especially true when not all choices can be processed in one play-through.

This applies particularly to computer role -playing and adventure, where the player unlocks certain storylines through decisions, but at the same time blocking other. Examples: Baldur 's Gate II

Variable pitch

Games can in its replayability of variable playing fields on which the actions come into play, live. The game world is randomly generated when you start a new game or during the game, that is, landscapes, cities or dungeons look at every game different. This, however, frequently involves the disadvantage of a generic graphics and usually means even more effort in the development of the game. Randomly generated worlds can be used in different computer game genres, such as role-playing games ( Rogue, Diablo ), strategy games (Civilization, Heroes of Might and Magic ) and commercial simulations ( Transport Tycoon ). Several board games use variable game worlds, including Settlers of Catan, The new explorers or Carcassonne.

Level editors

Many computer games are delivered with a level editor. The player can create their own levels, then this - to ask other players available - usually over the Internet. With a modified game content, but the same basic game and " play - framework ", he can then play the game again. Examples: Neverwinter Nights, Age of Empires, Jagged Alliance 2, Quake ( series of games ), Unreal Tournament, Counter Strike.

Similar to games with variable pitch some of these games have the disadvantage of generic graphics and sounds. In games such as the Quake series or the Unreal Tournament series, in which good modifiability part of the basic concept and a great editing community exists, there is this problem, however, is not, and the replay value is retained for many years by newly coming out level.

Modifications to the software of the game ( mods )

Subsequent changes to the software of the game, so called mods, can also contribute to the re-playability. These changes or additions are often created by technically skilled players. As described in level editors, is a re- play through the game with modified content, but the same basic game possible. Examples: Neverwinter Nights, Half-Life, Quake ( series of games ), Unreal Tournament.

Criteria of a bad replay value

Frustration factor

Is the frustration factor of a computer game high, the replay value is necessarily low. Goes to the player by a high degree of difficulty, by technical shortcomings (for example, so-called bugs or an uncomfortable control) or by inappropriately high hardware requirements early on the joy of playing, it will often be uninstalled before the first playthrough. However, too low a difficulty counteracts the replay value, as the challenge is omitted.

Strictly linear storyline

"Give object A to person B, C and thus get for key open door D. " This is what a classic game solution, especially for an adventure, from. If this is a solution for each new play through the same, the replayability is low. This does not necessarily mean that the game is bad. Just classic adventures are known for elaborate puzzles and a generally long playing time.

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