I'll try not to be lazy and just quote vaas n conan and go with what they said, but I doubt I'll type up anything all that different from what they wrote. So whatevs. So I'll probably write a novel -_-
But I am someone who thinks replayability or at least me wanting to replay the game is important for the game to be great. If I feel the game is a one and done, then it's not great. It's like any other medium. The best things should be something you aren't afraid to revisit. I've seen The Wire tons of times through, it's like a yearly tradition for me. And The Godfather? Probably lost count on how many times I've seen both of those movies (yes, both of those movies, because there are only 2 of them).
#1 - You Must Be Good: Any game can be built to be replayed, but the game has to be good enough to be worthy of another playthrough. Halo 3 for instance has enough things about it that would make the campaign replayable, personally it's not even good enough for a one and done. Likewise DmC is built to be replayable like any other DMC game, but it's the worst devil may cry game, because I'm matrix sequels ruling DMC2. Shit doesn't exist. You're gonna replay games you love, not games you think are aight or just good.
#2 - Shorter games have an edge: A lot of it has to do with time commitment, gaming is inherently a longer and more involving medium. You don't just really sit back and watch the experience.That's not to say a longer game isn't worthy of a replay, because they totally are. But it's a you "gotta be in the mood" for it. Going back to the film similarity, it's kind of like how The Godfather is my favorite, but it's probably not the movie I've seen the most, that's probably Space Jam...nah I'm kidding, but I've seen 40 Year Old Virgin, a lot, and that's because I can throw that movie in at any given time and laugh my ass off. Those one liners are fantastic, ditto anything Mel Brooks.But I'll still rewatch The Godfather or something like Lord of the Rings or Apocalypse Now. They are more involving films and demand more of their audience, so you sort of have to be in the mood for it. Because you basically dedicate like a good chunk of your day to those movies lol.
That's how I would compare wanting to replay a long ass rpg. You might not do it all the time, and certainly not with the succession you can do something like Mega Man, but you'll do it for your favorites. And it helps that rpgs, the best ones, are by their nature built to be replayed.
#3 - What does built to be replayed even mean: Simplest terms the game can't feel static and samey every time I play it, that's part of what makes shallow games, shallow. First and foremost the game needs depth. And lets define that by Champ's definition is the only correct one, ahem: It is about the player making meaningful decisions in the game's possibility space, with the amount of non-redundant states possible specifically. Some times games mistake complexity with depth. Complexity isn't necessarily "omg this is so hard to learn" though sure, it's more like ....it's more like when the game has too much of the same shit and your choice doesn't really matter.
Using one of the simplest examples I can work with. In Halo 1 there is a meaningful choice you make in the campaign when you go with your two weapons. Each individual gun has its pros n cons, and uses against your enemies. The Assault Rifle is stronger and carries more ammo at once, but the Plasma Rifle is much quicker at ripping through shields (especially jackal shields), the Pistol is a jack of all trades and wrecks hunters, the plasma pistol has its own obvious advantages, ditto the needler. In something like Call of Duty's campaigns, yeah there is a difference between a mp5, a p90, and a m16, but it's marginal and not a meaningful choice in the campaign. You point, you shoot, they drop quickly. It doesn't really matter which gun you're using. Those rifles feel superfluous in a game like that. Tons of guns, is just more content, more complexity to the games gun roster, but Halo 1's more selective roster has gameplay depth. Notice how Doom 1 and 2 have stood the test of time, notice how they handle their gun roster. So as far as what gun you use Halo 1 and Doom have depth, Call of Duty doesn't.
So by extension the best games and most replayable games should also have mechanical depth. Bayonetta fits, ditto other beat-em ups considered excellent: DMC3, Ninja Gaiden Black, or even things like NG2 and DMC4 (for their combat at least). It's the same thing the best multiplayer games (dota 2 versus other mobas, competitive Starcraft and Warcraft versus other rts games) Counterstrike has stood the test of time, especially 1.6, because all its different mechanics have a level of depth that its equivalents don't have on PC.
Beyond that, a variety of modes that fit the mechanics (beyond deathmatch, the excellent Unreal2k4 also had Onslaught, which was amazing), some sort of reward or reason for mastery. Beatem-ups usually use the arcade principle of scoring systems, leaderboards, medal systems, Hotline Miami uses a grading system for instance, stealth games have a ghost playthrough, and the deeper stealth games make ghosting excellent (Thief, MGS3, Chaos Theory), where as lesser stealth games make ghosting feel like a chore (Good game, but Dishonored fits this description for me).
There are also things like Mercenaries mode in RE4 or Bloody Palace in DMC4, where it's just pure fucking game. Mercs mode in RE4 is the greatest highlight of how exceptional the combat is in that game, and DMC4 is well a much better use of DMC4 dante, than the 2nd half of that game's campaign. It's pure, unadulterated gauntlet of dmc action where you just let loose as Dante and go ham learning the character. It's seen as an extra, but it's a pretty significant one. Say Conan n I want a Bayonetta fix, instead of replaying the game, we can just do Angel Slayer.
RPGs for instance are built to be replayed through build variation, or meaningful choices (IE what New Vegas allows you to do versus say, Fallout 3's choices allow you to do) that have meaningful impact to the player (not some story shit, like whoa you might feel bad, maybe), and what have you. Although even in story driven cases, I'm sure how flexible The Witcher 3's branching paths are do help make replaying it enjoyable, you probably won't waste your time doing every monster's nest n side quest on each subsequent playthrough tho.
As for
#4 - Being Timeless: Listen it's the same as anything else, have good, strong, core design, and do you not age, ever, even if they figure out a better way to do the thing you do. Controls that the players can adapt and get comfortable with might have a learning curve years later, but as long as the game never asks for anything the controller isn't built for, it's a non-issue, it's on the player at that point for not wanting to adapt. Tight mechanics n level design are ageless. Mario 64 is to this day an exceptional platforming experience. It's presentation leaves a lot to be desired, and I get there are valid reasons to appreciate the eye candy, the music, and all that jazz, but I still would argue if you value that stuff over core playing it part, you're a bit vein n shallow.
If it's a story driven experience, good stories are timeless, period. Shakespeare's plays are still to this day worth a read and watch, A New Hope and Empire Strikes Back didn't get worse because a bunch of things reference it, and Alien is still perfect even if it's the most influential scifi movie of its era. Likewise, Planescape didn't suddenly become less good of a story, neither did Silent Hill 2, neither did Mother 3. So if you have a story you really like be it Uncharted or Mass Effect or Halo or whatever game you like, don't tell me the story aged, because I'm gonna ask exactly what the **** could have possibly changed in all these years?
Don't get me wrong the presentation stuff can always only get better, this mediums cinematography can only get better, ditto voice acting.
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