What makes
a computer game replayable? And why are some replayable and some not?
In principle,
any game should be replayable. If you went down to the toy store, bought
a board game in a box for twenty or thirty dollars, and then came home
to discover that you could only play it once, you would be rightfully
wrathful. Yet, this happens fairly frequently with computer games, and
our customers are more or less resigned to it. Replayability, however,
is no accident: it's something we as designers can build in on purpose…if
we want to.
Let's start
with the question of whether we want to. From a purely mercenary standpoint,
replayability isn't always a good thing. If a game is endlessly replayable,
our customers have no reason to go buy another game. We need them to buy
new games to keep ourselves employed, so we have a financial motive to
build a certain lifespan into our games. However, I don't know of any
developer who actually feels this way. For one thing, most games already
have a certain lifespan because of galloping technology; there's no need
to build one in artificially when Intel and AMD are doing their best to
make sure our games are obsolete in a couple of years no matter what we
do. But more importantly, most of us have some creative pride. We want
people to go on playing our games for a long time. We respect games, like
Civilization and Myst, which people continue to play for
years, and we respect their designers for having achieved such a thing.
We respect games, like Civilization and Myst, which
people continue to play for years, and we respect their designers
for having achieved such a thing.
So assuming
that we do want to make a game replayable, what issues influence replayability?
Leaving aside technology, which we can't control, how do we design a replayable
game? In the first part of this article, I'll address the effect of narrative
on games, and in the second part, I'll look at game mechanics.
Narrative
in games - that is, the storyline, when there is one - tends to be fairly
fixed and fairly linear. Despite 25-odd years of more or less haphazard
research, no one has devised a really satisfactory "branching storyline."
When people replay the game to see branches that they missed the first
time, they tend to hurry through those parts that they've already seen,
paying little attention. And if the narrative is linear, as in Starcraft
or Diablo, once you know the story, it doesn't provide much motivation
to play the game again. Fortunately, those games offer sufficiently interesting
gameplay that they're worth playing again even if you already know the
story. But for adventure games, the story is most of the reason for playing
them. Once you've solved all the puzzles and you know the whole story,
there's little reason to do it again. The more important narrative is
to a game, the more of a disincentive it is to play it again.
But I don't
think it has to be that way.
If you drive
to the far northern tip of Scotland, where puffins nest among the sea-cliffs
and the mist swirls over the grass even in high summer, you can stand
and look north across the treacherous waters of the Pentland Firth to
a low, treeless archipelago: the Orkney Islands.
And if you take the ferry over to the Orkneys, you can visit dozens of
ancient stone monuments left by people hardier than we: Neolithic farmers,
Picts, Vikings. Among them is a beautifully preserved little village,
Skara Brae, where all the walls, floors, and even furniture are made of
flagstones. Nowadays you can stand on the wall-tops, look down into the
roofless rooms with their beds and shelves and cupboards all of stone,
and try to imagine what it must have been like during the icy howling
darkness of a North Sea winter's night, five thousand years ago. People
dressed in skins, huddling around the hearth in the reeking gloom, burning
such driftwood as they could find, the only light coming from the fire.
How did
they pass those endless winters? Working, certainly: cooking, sewing,
tending babies and mending tools. Playing, certainly: singing, talking,
telling jokes and laughing. Doing what humans do: eating and sleeping,
making love and giving birth, falling ill and dying. And throughout it
all, the thread that spans the generations: telling tales and listening
to them told.
Nowadays
we have so many stories to choose from that a man could spend his entire
life reading, watching television, going to the movies all day, every
day, and never once hear the same story again if he did not want to. But
in ancient times, the tales were fewer, and memorized, not written down.
Perhaps their telling was the province of a privileged group, or even
a single person: the bard, the singer. And so by the time she had reached
old age - that is to say, her fifties, if she survived childbirth - a
woman must have heard the same tale many a hundred times.
Why did
they bother? Why did they care? Was it because any story, no matter how
many times heard, was better than silence? I doubt it. In silence inheres
the potential for all stories, good and bad; in speech, the potential
becomes the real. It is better to hear only silence than to hear a bad
story told again. I believe the reason our ancestors listened to the same
stories again and again was that they were good stories.
With so
many tales to choose from, we now assume that once we know the plot there's
no longer any point in hearing the story again. This is true for most
of our stories: is any given episode of Kojak or 21 Jump Street
that worth seeing a second time? Probably not. But there are a few tales
that we do see, or hear, or read over and over. We drag out A Christmas
Carol year after year, and even if Tiny Tim is too saccharine for
modern tastes, the story of a bitter old man's redemption is not.
I usually
re-read The Lord of the Rings, or parts of it, about every 18 months.
I know it backwards and forwards. I know I'm not going to learn anything
new about the plot. What brings me back, what keeps my attention, is not
the tale but the telling.
Consider
the following sentence from near the end of the book. It occurs at the
penultimate moment, when Frodo is standing at the Cracks of Doom with
the Ring in his hand. The Dark Lord has suddenly become aware of him,
and knows that his very existence hangs by a thread.
From all
his policies and webs of fear and treachery, from all his stratagems
and wars his mind shook free; and throughout his realm a tremor ran,
his slaves quailed, and his armies halted, and his captains suddenly
steerless, bereft of will, wavered and despaired.
Read aloud,
this sentence rings with the rhythms of poetry. The first two phrases
have a parallel construction, and in fact, they are perfect iambic heptameter
and hexameter respectively:
From all
/ his pol- / i-cies / and webs / of fear
/ and trea- / cher-y
From all / his stra- / ta-gems / and wars
/ his mind / shook free
They even
rhyme. The next phrase sounds like Anglo-Saxon alliterative verse, with
its repeating initial consonants:
and Throughout
his Realm / a Tremor Ran
and with
the exception of the word "and," it too is composed of iambs:
through-out
/ his realm / a tre- / mor ran
Then we
return to parallel construction with "his slaves quailed, and his
armies halted." After that the rhythm begins to break up, just as
the Dark Lord's regimented, mechanized world began to break up. Did Tolkien
do this deliberately? There's no way to tell, but he was a poet who knew
everything there was to know about the English language, and consciously
or unconsciously, his mind used that knowledge to work his material. At
a moment in the story when only poetry could do justice to his vision,
he employed its methods to great effect. This is one of the most powerful
sentences in the book, but it's the kind of thing you only notice on a
second, or third, or twelfth reading.