For our final part looking at how replayability works in video games, it’s time to finally talk about what really creates a gamespace that is replayable.
Monolith quietly launched on Steam after spending about four years in development. Combining shmup with rogue-like elements gives us a great combo that should only grow better from here.
This week’s Dissecting Design takes us to one of my favorite games: The Binding of Isaac. I talked about how the game makes use of rogue-like elements and persistence systems to create a very replayable game despite featuring simple game mechanics.
Recently I’ve been playing a lot of games built around randomized or procedurally generated design. Yet despite their generated content, I keep finding myself getting bored with them fast. As I thought about this in detail, I came to realize that randomized elements in game design can actually be categorized easily to explain their impact on a game.