Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411576 Posts in 69386 Topics- by 58444 Members - Latest Member: darkcitien

May 05, 2024, 06:26:45 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperDesignDesigning for replay value (Brainstorming)
Pages: 1 [2]
Print
Author Topic: Designing for replay value (Brainstorming)  (Read 3719 times)
J. R. Hill
Level 10
*****

hi


View Profile WWW
« Reply #20 on: October 10, 2010, 07:28:03 PM »

I think another is that in general the more unique-actions-per-second a game has, the higher its replay value.  Not that you should have to go button-mash crazy, but the game is constantly engaging you.  Games that involve long travel times, extensive exploration, etc., aren't usually as easy to get into (or get out of).
Logged

hi
Blodyavenger
Level 3
***



View Profile WWW
« Reply #21 on: October 14, 2010, 12:52:58 PM »

About achievements. I don't like them as well if they are pointless and doesn't offer anything find.

But in example, in my game, there will be an achievement to get X ammount of gold (few achievements for differnt ammount) and with that gold, you'll be able to unlock new maps. You will be able to finish game without doing that but for extra maps, you'll have to gather coins either for achievements, maps or both of them.

Of course, achievements like "Complete that map 10 times" is pointless. With achievement you should award player in some way, give him something for that. Especialy if it's about offline game where you can't show off to others with achievements done.
Logged

Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic