As we continue our look at replayability in game design, we turn to one of the most popular features requested by gamers: Multiplayer. Depending on who you talk to, this can be the make it or break it point for a game. And yet despite its popularity, there isn’t too much discussion about why it makes a game more replayable.
Continuing our talk about replayability in game design, we’re going to talk about item generation. The ability to either create new items, or use set items randomly, can do a lot to create variance and replayability. Just like biomes however, there is more to understand than just having the game randomly drop things in the player’s lap.
For this multi-part post, I want to talk about several key aspects that go into making a game replayable. Too often, designers and consumers think that just having randomly-defined content works, but there’s more to it than that.
For this first part, we’re going to discuss what biomes mean not only for creating gamespaces, but the content that’s in them.