Our second call back is to a discussion from 2003 about the value of game longevity pitted against replayability. Near two decades on we see games such as new Assassin's Creed entries release that offer countless hours of sprawling open world gameplay as a means of providing value for money in the face of £50, £60 or even £70 new game price points. It can lead to success but also derision with many also calling such games out for being hollow, tick box exercises.
The original discussion centred on why games felt the need to present reasons for players to re-experience the same title when other media such as Albums, Films etc don't, you simply return to it because you enjoyed the experience. That, in light of 20 years progression, is what we'll be looking at as we move from:
NTSC-UK... to NTSC-RePlay
It was 13 March 2003 when TheShend put this subject forward. We've since then swung through the era's of MMO's, hundred hour JRPG's, online multiplayer titles and the era of bloatedly animated Rockstar juggernauts. We're now seeing a resurgence of single player experiences however your typical 6-8 hour linear adventure is still somewhat a dirty term. Hits like Ghost of Tsushima or Gears 5 still aim to qualify themselves by leaning into either open or multiplayer components. This comes largely also due to MTX but also a lack of faith, despite bloating budgets, from developers that making a linear reasonable length title will inherently see players replay them and turn up to buy a sequel too.
Are a million side quests, a largely barren open world or a mandatory multiplayer component really a necessity for modern titles?
Or has replayability been handled wrong these recent years?
The original discussion centred on why games felt the need to present reasons for players to re-experience the same title when other media such as Albums, Films etc don't, you simply return to it because you enjoyed the experience. That, in light of 20 years progression, is what we'll be looking at as we move from:
NTSC-UK... to NTSC-RePlay
It was 13 March 2003 when TheShend put this subject forward. We've since then swung through the era's of MMO's, hundred hour JRPG's, online multiplayer titles and the era of bloatedly animated Rockstar juggernauts. We're now seeing a resurgence of single player experiences however your typical 6-8 hour linear adventure is still somewhat a dirty term. Hits like Ghost of Tsushima or Gears 5 still aim to qualify themselves by leaning into either open or multiplayer components. This comes largely also due to MTX but also a lack of faith, despite bloating budgets, from developers that making a linear reasonable length title will inherently see players replay them and turn up to buy a sequel too.
Are a million side quests, a largely barren open world or a mandatory multiplayer component really a necessity for modern titles?
Or has replayability been handled wrong these recent years?
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