Your take on "Replay-Value".

This topic is locked from further discussion.

Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#1 CoreoVII
Member since 2007 • 1838 Posts

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

Avatar image for cobrax75
cobrax75

8389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 cobrax75
Member since 2007 • 8389 Posts

Higher difficulty, achievements, bonuses...etc...dont really contribute anything to me.

What does though is user-created content...and I have noticed a trend, the most Popular PC games have always been the ones with heavy emphasis on user generated content...as have my most played games....

I doubt I would have played Operation Flashpoint, Warcraft 3, Starcraft...etc as long as I did had it not been for user-generated contetn...with it, your always guarenteed to find something new whenever you play.

In fact, my most played game now, is Project Reality, a mod for BF2.

Also important is developer support, and I dont mean DLC, I mean free developer support, like in TF2...I dont think I would still be playing TF2 had it not been for the amount of free maps, weapons, etc valve releases for the PC version.

Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#3 CoreoVII
Member since 2007 • 1838 Posts

Higher difficulty, achievements, bonuses...etc...dont really contribute anything to me.

What does though is user-created content...and I have noticed a trend, the most Popular PC games have always been the ones with heavy emphasis on user generated content...as have my most played games....

I doubt I would have played Operation Flashpoint, Warcraft 3, Starcraft...etc as long as I did had it not been for user-generated contetn...with it, your always guarenteed to find something new whenever you play.

In fact, my most played game now, is Project Reality, a mod for BF2.

Also important is developer support, and I dont mean DLC, I mean free developer support, like in TF2...I dont think I would still be playing TF2 had it not been for the amount of free maps, weapons, etc valve releases for the PC version.

cobrax75

Nice take. I agree with you. User-Generated content is strictly kick ass really, I mean, variety here. Ya know? Not, "congrats! Thanks for playing! heres a new gallery of pics unlocked and hard difficulty is now avaliable!." Bull Crap.

Avatar image for _AbBaNdOn
_AbBaNdOn

6518

Forum Posts

0

Wiki Points

0

Followers

Reviews: 122

User Lists: 0

#4 _AbBaNdOn
Member since 2005 • 6518 Posts
Yeah user input is huge. Tenchu 2 and Tony Hawk Underground 1 are worth millions to me because i can go in and make my own freaking stages and stuff. However the Tenchu's put out by "From Software" or Tony Hawk P8/PG are WORTHLESS to me.


Part of user input also revolves around customizing characters. Phantasy Star Universe doesnt take very long to blast through the story but then you can make your own characters and work on leveling them up and getting them gear which you have several options to choose from. Disgaea..holy crap...I have 270+ hours on that game and I dont even have a maxed out stat innocent yet [19,998]. Little lone the 20+ other stat innocents I need times the number of units/characters I have.


All FPS games have to do is have new modes like survival or kill all and have random start points on a stage and random enemy placements and I would find that extremely fulfilling. Instead they just give the AI the ability to insta-kill you and make you jump through the same hoops. The FPS's like perfect dark or timesplitters that let you make your own type of multiplayer battles against bots is sweet also, choosing the goals, choosing the weapons that appear, the teams, the opponents. And I also enjoyed in Star Wars Battlefront 2 how you unlocked deadlier weapons and other bonus's by performing certain actions in battle repeatedly.


I've lost my train of thought heh. User Input and Randomization, those are two defining elements to me and I usually end up having to own games that have them.
Avatar image for cobrax75
cobrax75

8389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#5 cobrax75
Member since 2007 • 8389 Posts
Actually, I completly fogot about randomazation...thats another big one...but I think the only game that actually managed to pull that off was Diablo.
Avatar image for just_nonplussed
just_nonplussed

4130

Forum Posts

0

Wiki Points

0

Followers

Reviews: 77

User Lists: 0

#6 just_nonplussed
Member since 2006 • 4130 Posts

i want a game to make me constantly think about it even when i'm not playing it. every time i play super metroid, it doesn't age. its design makes me come back and there are still lots of little tricks you can do that i haven't figured out yet. but hey, metroid is actually about secret areas.

vagrant story is linear and not that long, but has very high replay value. i think because its so deep, there are areas that were locked before and, like metroid, its well designed. so it's not just a case of 'open world vs. linear world'.

Avatar image for deactivated-5967f36c08c33
deactivated-5967f36c08c33

15614

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 deactivated-5967f36c08c33
Member since 2006 • 15614 Posts
Whether it compels me to re-visit it over or not beyond the first playthrough; the length of the game doesn't mean as much to me as it does to others.Speed running also helps extend replay value.
Avatar image for AzelKosMos
AzelKosMos

34194

Forum Posts

0

Wiki Points

0

Followers

Reviews: 89

User Lists: 0

#8 AzelKosMos
Member since 2005 • 34194 Posts

It's all about enjoyment for me. Replay value isn't about length, unlockables or ranks, it's about how much i enjoy it. Take your example Dead Space, it was a short game with little to offer after you finish it...little except to play through it again and it was more then good enough to make extra play throughs just as enjoyable the second time round for me. Yes it has trophies and a new game + which are nice additions but don't give it that value on their own.

Better to burn bright but briefly.

Avatar image for btaylor2404
btaylor2404

11353

Forum Posts

0

Wiki Points

0

Followers

Reviews: 35

User Lists: 0

#9 btaylor2404
Member since 2003 • 11353 Posts
Good post TC, and the number one factor I look for in buying games. I'll rent something that can be beat in 10-20 hours. I rarely play games all the way thru twice. But nice, long non-linear games I will usually buy, or that have a lot of co-op value. I could care less about trophies, I just want a great game, and for $60.00 if I can beat it on the hardest difficulty in 10 hours or so, I've been ripped off.
Avatar image for weddy92
weddy92

747

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#10 weddy92
Member since 2008 • 747 Posts

replay value = good online


(for me)

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#11 gunswordfist
Member since 2006 • 20262 Posts

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

CoreoVII

Waaa WAIT WHAT?! Are you talking about DMC4? Or did you start DMC1 on Easy/Automatic and loved how the statue that once had a weak Reaper in it, had a Shadow in it when you played Normal mode? The only time I THINK I know DMC gave gamers new enemies is when hard enemies don't appear at all in Easy mode.

Anyway, DMC would definitely be on the top of my 'replay value' list. I love how you start out with all your previously gained powers and sent through the story to fight enemies/bosses that are now more aggressive and powerful. So replay value would be the second most important thing I would look for in a game. The first is how long the SP mode is which I believe effects how good a games replay value is. Max Payne 2 is a great game with the best controls out of any console game ever made and the bullet time system is my favorite system but MP2 was too short and had no replay value whatsoever. While Max Payne 1 had a longer, more satisfying campaign with a much much better story. I'd definitely replay MP1 before 2.

Avatar image for Fredrick2003x
Fredrick2003x

2056

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#12 Fredrick2003x
Member since 2005 • 2056 Posts

I will replay a game if it was awesome and I want to do it again.

I might go for some achievements or other unlockables if they are easy, but I mainly just play the main game again if I want to.

Avatar image for MadMac132
MadMac132

217

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#13 MadMac132
Member since 2008 • 217 Posts

a good question. such things as difficulties, achievements/trophies, bonuses, collectables, dlc, co-op, multiplayer, and other such gamemodes are usually considered replay value. Halo 3 is a good example, a linear campaign but tonnes of replay value through forge, skulls, theatre, multi-player, co-op, difficulties etc.

when combat is varied enough it can make some good replay value, assassins creed has pretty repeatative combat, but force unleashed is probably better in its variety of combat.

but real replay value probably comes from non-linear open world gameplay, where you can play again and again and get different results. so i'd say variety in gameplay (combat), non-linear open world story, and multi-player/co-op are the main components of replay value.

Avatar image for just_nonplussed
just_nonplussed

4130

Forum Posts

0

Wiki Points

0

Followers

Reviews: 77

User Lists: 0

#14 just_nonplussed
Member since 2006 • 4130 Posts

a good question. such things as difficulties, achievements/trophies, bonuses, collectables, dlc, co-op, multiplayer, and other such gamemodes are usually considered replay value. Halo 3 is a good example, a linear campaign but tonnes of replay value through forge, skulls, theatre, multi-player, co-op, difficulties etc.

when combat is varied enough it can make some good replay value, assassins creed has pretty repeatative combat, but force unleashed is probably better in its variety of combat.

but real replay value probably comes from non-linear open world gameplay, where you can play again and again and get different results. so i'd say variety in gameplay (combat), non-linear open world story, and multi-player/co-op are the main components of replay value.

MadMac132

probably more to do with depth than open-world. if a linear game has lots of depth it could offer just as much replay.

Avatar image for TheLegendKnight
TheLegendKnight

1853

Forum Posts

0

Wiki Points

0

Followers

Reviews: 9

User Lists: 0

#15 TheLegendKnight
Member since 2007 • 1853 Posts

if we think replay value as completely beating a game more than once, for me, most of games dont have it but i dont care mostly, for example, except KotOR1 i didnt beat any rpg twice and except MGS games i didnt beat any game more than 5 times...

its about feelings and enjoyment i think. if it gives me extraordinary feeling, experience, enjoyment, i can play it more than once...( MGS series, Shadow of the Colossus, DMC3 )

Avatar image for taylormadederek
taylormadederek

1136

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#16 taylormadederek
Member since 2007 • 1136 Posts
I do suppose that it can be different for each person but it is the want to go back. The need to go back. Goldeneye was a replay value whore. COD 4 multilayer: You couldn't get off of that if you tried. Replay value is the ability to separate that game from all others in a distinct factor that is fascinating. Games like Oblivion have zero replay for me. Sure you can go back and do it again and again but how is that different from other games. You can always play them again. But the experience will be very similar. Replay is when the experience will be different each time enough to draw you in and keep you there. You feel it when you are in class, when you are eating supper, or when you are about to go to sleep. Gamerscore and trophies are reasons to play the game differently not to play it again.
Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#17 CoreoVII
Member since 2007 • 1838 Posts
[QUOTE="CoreoVII"]

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

gunswordfist

Waaa WAIT WHAT?! Are you talking about DMC4? Or did you start DMC1 on Easy/Automatic and loved how the statue that once had a weak Reaper in it, had a Shadow in it when you played Normal mode? The only time I THINK I know DMC gave gamers new enemies is when hard enemies don't appear at all in Easy mode.

Anyway, DMC would definitely be on the top of my 'replay value' list. I love how you start out with all your previously gained powers and sent through the story to fight enemies/bosses that are now more aggressive and powerful. So replay value would be the second most important thing I would look for in a game. The first is how long the SP mode is which I believe effects how good a games replay value is. Max Payne 2 is a great game with the best controls out of any console game ever made and the bullet time system is my favorite system but MP2 was too short and had no replay value whatsoever. While Max Payne 1 had a longer, more satisfying campaign with a much much better story. I'd definitely replay MP1 before 2.

I agree with Max Pain 1 & 2. Those were very great play throughs for me. what i meant about DMC is that the very first DMC game was the only one to introduce new enemies as the difficulty progressed. All the others just showed the same but much more buffed up enemies. Which is totally fine an awesome, its just that I can't shake off that feeling I got when an unexpected new enemy came out of a group of the same boring enemies spitting fire at me. Unforgettable.

Avatar image for gamingqueen
gamingqueen

31076

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 2

#18 gamingqueen
Member since 2004 • 31076 Posts
I agree with you but in some games especially challenging games, having extras that makes it worth to replay a game isn't neccesary because the gameplay IS challenging and everytime you play it, it's as challenging as the first time. This happens to me alot when I play FPS.
Avatar image for ishoturface
ishoturface

12460

Forum Posts

0

Wiki Points

0

Followers

Reviews: 64

User Lists: 0

#19 ishoturface
Member since 2007 • 12460 Posts

a game really only has replay value in your own opinion

cuz some people will thik a games is so awesome the could just lay the campaign forever

while others might play the first level and think it is trash

Avatar image for LoG-Sacrament
LoG-Sacrament

20397

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#20 LoG-Sacrament
Member since 2006 • 20397 Posts

replay value is only one part of overall value. a game could have an engrossing multiplayer mode or an extremely long main story with engaging side quests and have no replay value at all, but still have a high overall value.

as for replay value itself, simply adding a new difficulty just doesnt cut it. re4 added some fun weapons to collect. mgs4 gave you emblems, outfits, music and guns to collect. games like fallout 3 can be played as a character of a different disposition. the common ground is that the insentives change the overall gameplay in a significant way. thats what i look for in a game's replay value.

Avatar image for metaldude05
metaldude05

978

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#21 metaldude05
Member since 2008 • 978 Posts
i dont replay games much anyway so its not very high
Avatar image for King9999
King9999

11837

Forum Posts

0

Wiki Points

0

Followers

Reviews: 44

User Lists: 0

#22 King9999
Member since 2002 • 11837 Posts
I share the same feelings as the OP regarding replay value. I like it when hard mode actually changes the game in siginificant ways, and not just increase the enemies' HP or attack power. The original Zelda is one of my favourite games because the designers rewarded you with a "Second Quest" for beating the game, and that changed pretty much everything (I would love for Nintendo to do another Second Quest in their next Zelda game). How many games have done that since Zelda's original release?
Avatar image for y03hoxworthn
y03hoxworthn

30

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#23 y03hoxworthn
Member since 2008 • 30 Posts
i think its got to be because a game that gives such a gud gaming experience that u wanna play again and again, probably
Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#24 gunswordfist
Member since 2006 • 20262 Posts
[QUOTE="gunswordfist"][QUOTE="CoreoVII"]

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

CoreoVII

Waaa WAIT WHAT?! Are you talking about DMC4? Or did you start DMC1 on Easy/Automatic and loved how the statue that once had a weak Reaper in it, had a Shadow in it when you played Normal mode? The only time I THINK I know DMC gave gamers new enemies is when hard enemies don't appear at all in Easy mode.

Anyway, DMC would definitely be on the top of my 'replay value' list. I love how you start out with all your previously gained powers and sent through the story to fight enemies/bosses that are now more aggressive and powerful. So replay value would be the second most important thing I would look for in a game. The first is how long the SP mode is which I believe effects how good a games replay value is. Max Payne 2 is a great game with the best controls out of any console game ever made and the bullet time system is my favorite system but MP2 was too short and had no replay value whatsoever. While Max Payne 1 had a longer, more satisfying campaign with a much much better story. I'd definitely replay MP1 before 2.

I agree with Max Pain 1 & 2. Those were very great play throughs for me. what i meant about DMC is that the very first DMC game was the only one to introduce new enemies as the difficulty progressed. All the others just showed the same but much more buffed up enemies. Which is totally fine an awesome, its just that I can't shake off that feeling I got when an unexpected new enemy came out of a group of the same boring enemies spitting fire at me. Unforgettable.

Oh yeah like a Fetish being in a crowd of Marionettes. Also, didn't they have a Fetish in the first cutscene with the Marionettes? I love that cutscene so much. Anyway, DMC1 has the best enemies out of any game ever made. Too bad the sequels haven't even come close yet.
Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#25 CoreoVII
Member since 2007 • 1838 Posts
[QUOTE="CoreoVII"][QUOTE="gunswordfist"][QUOTE="CoreoVII"]

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

gunswordfist

Waaa WAIT WHAT?! Are you talking about DMC4? Or did you start DMC1 on Easy/Automatic and loved how the statue that once had a weak Reaper in it, had a Shadow in it when you played Normal mode? The only time I THINK I know DMC gave gamers new enemies is when hard enemies don't appear at all in Easy mode.

Anyway, DMC would definitely be on the top of my 'replay value' list. I love how you start out with all your previously gained powers and sent through the story to fight enemies/bosses that are now more aggressive and powerful. So replay value would be the second most important thing I would look for in a game. The first is how long the SP mode is which I believe effects how good a games replay value is. Max Payne 2 is a great game with the best controls out of any console game ever made and the bullet time system is my favorite system but MP2 was too short and had no replay value whatsoever. While Max Payne 1 had a longer, more satisfying campaign with a much much better story. I'd definitely replay MP1 before 2.

I agree with Max Pain 1 & 2. Those were very great play throughs for me. what i meant about DMC is that the very first DMC game was the only one to introduce new enemies as the difficulty progressed. All the others just showed the same but much more buffed up enemies. Which is totally fine an awesome, its just that I can't shake off that feeling I got when an unexpected new enemy came out of a group of the same boring enemies spitting fire at me. Unforgettable.

Oh yeah like a Fetish being in a crowd of Marionettes. Also, didn't they have a Fetish in the first cutscene with the Marionettes? I love that cutscene so much. Anyway, DMC1 has the best enemies out of any game ever made. Too bad the sequels haven't even come close yet.

HAHA. Yes. Was it called the Fetish? It's been many years. So many good memories with that.

Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#26 CoreoVII
Member since 2007 • 1838 Posts

I share the same feelings as the OP regarding replay value. I like it when hard mode actually changes the game in siginificant ways, and not just increase the enemies' HP or attack power. The original Zelda is one of my favourite games because the designers rewarded you with a "Second Quest" for beating the game, and that changed pretty much everything (I would love for Nintendo to do another Second Quest in their next Zelda game). How many games have done that since Zelda's original release?King9999

Thats interesting, didn't know that. But yes that was the point I wanted to get across. I'm going to have to check that out. thanks

Avatar image for CoreoVII
CoreoVII

1838

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#27 CoreoVII
Member since 2007 • 1838 Posts

I agree with you but in some games especially challenging games, having extras that makes it worth to replay a game isn't neccesary because the gameplay IS challenging and everytime you play it, it's as challenging as the first time. This happens to me alot when I play FPS.gamingqueen

Well then you have nothing to worry about. (a good thing). As the other posters mentioned it really is all just the opinion of the player but if its just the raw challenge the game provides that you like, then sweet. because its true both ways, if you expect too much you'll be let down.

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#28 gunswordfist
Member since 2006 • 20262 Posts
[QUOTE="gunswordfist"][QUOTE="CoreoVII"][QUOTE="gunswordfist"][QUOTE="CoreoVII"]

I don't make topic's very often but this one I wanted some opinions from. What is Replay-Value to you? The endgame bonus? The extra difficulties? The trophies? or the Gamer points? Reading a recent post about Dead Space reminded me of what Replay-Value truly meant to me. For one, I determine the purchase of a game based ON it's replay value. I am not talking about Oblivion, Morrowind, or Fallout 3. those games are built on the method of Replay, which is a good thing.(Its makes since because their worlds are rather large and "free" to explore). What about games that dont have that advantage? Games that sacrifice freedom for a more Linear, in-depth path. Ninja Gaiden series, Devil May cry series, Stuff like Call of Duty, Halo, all of those. (I am not saying any of these games are straight up linear or shallow by any means, just trying to get my idea across).

For example: Back on the post about Dead Space, one person said, Yea. its an awesome game to play and finish ( I agree ) but theirs not much replay-value. Another responded, Get the trophies, theirs your replay-value. To me, these Ideas of points and trophies are pretty cool, but really just cheap gimicks to give you an incentive to keep playing it. (Just my opinion). Everyone is different, but for me, when I beat Dead Space, the surprise Factor is gone. If I play it again, i know exactly whats going to happen. This is simply not the case when I first played Capcoms Devil May Cry years before. I beat that on normal first. ok. Awesome game. action packed. Great. Whatever. I decided to play it on hard. So what. same thing. harder enemys. WRONG. With the harder difficulty came NEW, DIFFERENT, ENEMIES. With their own cut scenes, thus keeping the Surprise factor alive. THAT, to me, is replay value. If the game is really good, but still linear, its ok. But asking me to kill 10 enemies with the same gun for a trophy is just cheap.

Capcom added in those extra cut scenes and enemies knowing that their buyers might never see it. They took the time to reward you with interesting, harder opponents every time you cranked up the difficulty. It was such a pleasant surprise for me to discover NEW things after already beating it. Beat Dead Space, they give you rewards(not spoiling it) and let you play again. Thats it. Im not really down for the SAME EXPERIENCE. I want something new. Games like Oblivion and fallout can do that easily by giving you different options for the same quest, but more linear games like DMC cant. So they added in new surprises and enemy's for your hard work, not points...........or a trophy........to look at........(I feel some Devs may use this as an excuse to say their game has replay value. Then they wouldent have to alter the game for each difficulty, Laziness, and money.)

So I thought this was interesting to talk about. Thats my take. Whats your Idea?

CoreoVII

Waaa WAIT WHAT?! Are you talking about DMC4? Or did you start DMC1 on Easy/Automatic and loved how the statue that once had a weak Reaper in it, had a Shadow in it when you played Normal mode? The only time I THINK I know DMC gave gamers new enemies is when hard enemies don't appear at all in Easy mode.

Anyway, DMC would definitely be on the top of my 'replay value' list. I love how you start out with all your previously gained powers and sent through the story to fight enemies/bosses that are now more aggressive and powerful. So replay value would be the second most important thing I would look for in a game. The first is how long the SP mode is which I believe effects how good a games replay value is. Max Payne 2 is a great game with the best controls out of any console game ever made and the bullet time system is my favorite system but MP2 was too short and had no replay value whatsoever. While Max Payne 1 had a longer, more satisfying campaign with a much much better story. I'd definitely replay MP1 before 2.

I agree with Max Pain 1 & 2. Those were very great play throughs for me. what i meant about DMC is that the very first DMC game was the only one to introduce new enemies as the difficulty progressed. All the others just showed the same but much more buffed up enemies. Which is totally fine an awesome, its just that I can't shake off that feeling I got when an unexpected new enemy came out of a group of the same boring enemies spitting fire at me. Unforgettable.

Oh yeah like a Fetish being in a crowd of Marionettes. Also, didn't they have a Fetish in the first cutscene with the Marionettes? I love that cutscene so much. Anyway, DMC1 has the best enemies out of any game ever made. Too bad the sequels haven't even come close yet.

HAHA. Yes. Was it called the Fetish? It's been many years. So many good memories with that.

Yeah there were called Fetish and that hasn't really hit me until recently. lol What a name. And those firebreathing things had good times with me.