See part 1...
As mentioned earlier, the replayability of a game depends on how the game can make a deep connection to a player. Last part, we talked about how the story telling affects its replayability. Today, let's see how a game mechanics affects it.
- Side quests
- Game mode
- Story paths
Introducing replayable elements in game mechanics is somewhat a lot less expensive than other methods, in my opinion. Mainly, you re-use the already made assets. However, you trade this off with making good design, and understanding your market, because some designs are suitable for one group, but not for another.
Let's think about separating players into two groups: hardcore and softcore. Hardcore players are generally equipped with these qualities -- competitive, and perfectionist. Softcore, aka. casual, players are somewhat on the opposite extremities. Hardcore players like to have the first play through, and after-the first replay. The first play through is generally for learning the main story line, expertizing the game-play mechanics, and thinking about what are left to be played in the next replay. The players normally don't have a problem with repetition, nor uniformity as long as they can find the mean of competitiveness and perfection. Putting it simple -- if they love your games, they will play the hell out of it; the more you have for them, the more they play.
On the opposite side, softcore players, they are easily bored by repetition, and uniformity. They are more likely to have only less-than-first play through -- yes, they don't even get to the ending. So, by the nature of this group itself, it is hard to make them feel they would come back to the game once they leave. A game which suits for hardcore players is less likely to suit for softcore ones. However, this is a way bigger group of consumers than the other one. So, leaving them behind or not, is a tough decision to make.
3. Community Involvement
4. Business Model