60: Replayability

60: Replayability

What is your favourite way to incorporate replayability into your designs? How important is it to you?

 

 

Replayability and simplicity are the two most important things to me as a game mechanic (story and theme are important to me as an artist). Replayability in my hobby games often comes from making interesting contextual decisions, whereas the replayability in my party games often comes from the unending interesting things that players do during the game. In both cases, I often try to create two extremes between which the players must balance.

Dominic Crapuchettes

I tend to design multiple strategic approaches in my games, or “multiple paths to victory,” for players to explore. After I play a good game, not only do I want to play again to try and do better, I also want to play again to try another strategy!

Seth Jaffee

It’s important to me, and the way to do it depends a lot on the game. When the game has open information, or very few psychological elements, I can go for variability, lots of cards which are not used in all games, or simply arrive in a different order. When the game has psychology and hidden information, the simple fact that you don’t know what the other players are doing usually brings enough replayability.

Bruno Faidutti

Replayability and simplicity are the two most important things to me as a game mechanic…I often try to create two extremes between which the players must balance. — Dominic Crapuchettes

I love having hidden objectives in games as they give players different objectives and they make it so no one knows who is winning until the end of the game. I’m also a big fan of having different scoring objectives per game. If you have three different scoring objectives each game, then having even 6 different objectives means that there’s 20 different games with a few extra components. Replayability is really important to me as I want to make a game that’s definitely worth playing over and over again. Giving a slightly different experience each game makes players want to see what other experiences they can have with the game.

Carla Kopp

For a game to be replayable, first it needs to be playable. The extra bits of variable setup, player powers, maps, etc. are all accessories. The core game needs to offer a compelling experience, player agency, and a sense of ongoing accomplishment. That’s what I’m aiming for.

Isaac Shalev

Replayability is really important in my opinion, and I think that the best way to include a selection of game variants, many of which can be developed (and suggested) during playtesting.

Sam Illingwirth

If you have three different scoring objectives each game, then having even 6 different objectives means that there’s 20 different games with a few extra components. — Carla Kopp

Of course I strive for each of my designs to be very replayable, but I also think in today’s market the obvious appearance of replayability is quite important. Players like to know after their first play that there are other ways to experience the game. I first used achievements in Bärenpark, and having a pool of different scoring opportunities to switch in and out of play sessions can fulfil both of these goals nicely I have found.

Phil Walker-Harding

Adding goals and starting cards/tiles so that the set up and end game have a combination of options available every game to either come out randomly or be chosen by players.

Adrienne Ezell

For non-campaign games it’s critical to me to achieve some replayability. I don’t have one method, but I do focus on one problem: How do you create a challenge that can have many viable solutions, which are not equally good (i.e. selection between them is random)? Just randomising inputs: set-up, events etc. isn’t necessarily enough if a very distinct strategy is always best. The game might appear different, but it’s really a solved puzzle. The game itself needs some kind of engine for generating problems where the path across a few moves is always contextually right or wrong.

James Naylor

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