- Joined
- Sep 27, 2020
- Messages
- 65
- Reaction score
- 23
According to my game design definition, a game has high replayability if and only if it follows one of the two following rules:
1. Each round or run brings something new/different (cosmetics, procedural generation, random generation, and so on)
2. The game never ends or ends after a long time (such as roleplays)
In other words, you need to bring novelty, creativity and/or evolution to your game (cf. Design doc - What Makes a Game Replayable?)
I've got multiple games ideas, but they always lack replayability. For the OGs out there, you may remember Mount Your Friends, Code or Explode and Dart n' Dodge. I ended up clearing them after a week or two because they lacked replayability. Now I've got some questions in mind:
1. How do you make a minigame replayable?
A minigame is always the same concept in general, so people might get bored after some time, right?
And 2. How did Murder Mystery 2 get played for so long?
What made it so people would keep playing?
1. Each round or run brings something new/different (cosmetics, procedural generation, random generation, and so on)
2. The game never ends or ends after a long time (such as roleplays)
In other words, you need to bring novelty, creativity and/or evolution to your game (cf. Design doc - What Makes a Game Replayable?)
I've got multiple games ideas, but they always lack replayability. For the OGs out there, you may remember Mount Your Friends, Code or Explode and Dart n' Dodge. I ended up clearing them after a week or two because they lacked replayability. Now I've got some questions in mind:
1. How do you make a minigame replayable?
A minigame is always the same concept in general, so people might get bored after some time, right?
And 2. How did Murder Mystery 2 get played for so long?
What made it so people would keep playing?