Increasing Replayability
Post #21
UnholyUrine
Nov 5 2010, 1:51 am
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;)
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Luls.. humongous necro.
which reminds me that I still haven't finished this: How to Make your Game Popular Unfortunately, I feel my style or writing has changed quite a bit from back then... so It's going to be hard for me to edit and complete it. anyway.. it was tl;dr for me.. i'll try to read it later.. cause this interests me. This post was edited 5 times, last edit by UnholyUrine: Jan 22 2011, 1:42 am. |
Post #22
Tempz
Dec 25 2010, 3:27 pm
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What a caterpillar calls death a master calls a butterfly.
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Payne update the thread please
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #24
Tempz
Jan 12 2011, 1:55 am
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What a caterpillar calls death a master calls a butterfly.
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Lol payne... i made a post on how to improve arena maps and you didn't add it
...MOOOOAAARRRRRR Anywho some more suggestions - A slightly harder then normal difficulty - Difficulty settings - Co-op and Verus modes - Simple to play, impossible to master - Grinding - Open world (however a linear path but with multiple paths also work as most open worlds tend to be confusing (Rpg) - Customizable Options - Fun Factor - Theme - Well thought out implements - Either limiting certain things to certain classes or having to make a decision to choose spears only over swords only - Hidden little things you notice over time (e.g. easter eggs) - In some way to make the player create a build order (e.g. getting max hp or buying certain things in certain orders) - Smart AI, Sure this may not increase re-playability at first but a smart AI makes you feel challenged and does make you want to play more - Again with the well thought out implements E.g. using flame trail over water makes it disappear and standing in freezing water freezes you to death after X amount of time, this can apply to all aspects of a game... ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #26
NicholasBeige
Jan 12 2011, 2:55 am
Post #27
Tempz
Jan 12 2011, 3:48 am
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What a caterpillar calls death a master calls a butterfly.
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Mmk Elaboration >:O, but Cardinal i wanted it just to benefit the thread lol...
This post was edited 1 time, last edit by Tempz: Jan 12 2011, 11:40 pm. ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #28
Centreri
Jan 21 2011, 3:03 pm
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If I were as smart as I think I am...
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In strategy games, I've found that the following things can improve replayability. First of all, randomization of initial conditions can do wonders. A WCIII map, broken alliances, consists of 36 strongholds, under the most common mode randomized for three per player. Each base is randomly placed in one of the 36 base positions. Every single base has distinct units - most have a viable tank, but some don't. Some tanks have a good armor type, some don't. Most have viable ranged unit, some don't. Some have various spellcasters. Etc. Thus, every game you get three bases, they rarely repeat, and they're usually in a different location. You usually don't get to use two simultaneously, unless you're lucky and they're close. I've played this map ~400 times in total (there's a bot always hosting it, and has been for over a year).
Apart from randomization of initial conditions, I believe a mapmaker should make a significant gap between new players and not. This creates its own randomization - as random players are assigned to set spots, their rates of expansion create the variety. If everyone plays pretty much the same because there's only one way to play, it gets old fast. Which also leads to allowing the players to do different things to get to the same result. Again, in BA, most bases have several viable strategies. It also ties into what faz said about not allowing anything to be categorically better than something else - a system of counters (cavalry counter infantry, infantry counter pikemen, pikemen counter cavalry, for instance) insures that you're using different units or different combinations most games. Additionally, giving the players the option to choose their targets or avenue of expansion increases replayability. I take no interest in most LOTR maps for this reason - you pick your spot, and you pretty much have to go in a certain direction to win. If you have options, it increases replayability. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #30
Centreri
Jan 24 2011, 2:04 am
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If I were as smart as I think I am...
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Bnet games typically start when they're full, and each person gets 3 bases (so they can choose one or two of them as mains and leave the other two). So every single base you attack is occupied, and you get money to increase spawns for everyone single one you kill/capture.
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Post #31
Tempz
Mar 29 2011, 9:17 pm
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What a caterpillar calls death a master calls a butterfly.
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In alot of rts's its common to add some sort of Rpg element to make it more fun...
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
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