Jim Sterling said:
Linearity versus Replayability
Sometimes, Jim wishes he could be you so that he'd also experience the joy of enlightenment each Monday. This week, we look at the mythical struggle between linearity and replayability.
Watch Video
Would be nice to also present more ways in which developers can assure their games are worth replaying. So far, you've basically just said, "Well, you listen to good songs, read good books, or watch good movies over and over, don't you?" And yeah, people do. And yeah, the fact that these don't change upon multiple experiences is notable.
So, having a great story is
one way. Having enjoyable gameplay is another.
Super Mario World had levels with multiple finish lines, or those goofy "collect 3 coins" that compel me to play the same level five times--because in my heart,
I must have the coins. Both
Spiderman 2 (Gamecube) and
Just Cause 2 kept me coming back simply for the feel of the travel mechanics.
Hulk: Ultimate Destruction let me level cities.
It's not that you didn't make a good point with the episode... it's just it felt like all wind-up, and no punch. Maybe talk about ways in which multiplayer can work
against replayability--for instance, because the player can't be assured that the next time through will be dependably
fun, if they happen upon jackasses or cheaters in online play. Or about the myriad ways in which developers can properly incentivize replaying the game--some of which were mentioned above.
You raise a good issue. Follow through with that.