Replay Value: Something New From Something Old

I’ve been thinking a bit about replay value in a text adventure. SRPG is, as the name would indicate, an RPG, so there’s some inherent replay value in the form of race/class choices, moral decisions, etc. Getting away from specifics, though, replay value is all about getting a new experience from a familiar construct.

Giving the player access to new/different mechanics is a good start. SRPG does that via race/class selection, which changes the starting items and stats for the player. If people feel invested enough to replay the game with each race or class, I’ll feel pretty satisfied about the variety available. But there’s probably more potential. Other avenues for replayability include: multiplayer, random events, procedural generation, and bullheaded dedication to completionism.

Procedural content is of particular interest to me, but in most games I’m familiar with, that amounts to a slightly different random experience. In some cases that’s perfectly acceptable. Minecraft is one of my favorite games, though its replay value is largely driven by the combination of ‘another slightly different cave’ and ‘slightly different player base.’ I have more ambitious goals for procedural content in SRPG, using NPC behaviors in games like Elder Scrolls as a template.

NPCs become interesting when they have their own lives, with motivations, goals, and challenges. Similarly, the same storyline gains new life when given a different cast or a new turn in the river. While I don’t aim for a completely new experience for the player each time they begin anew, I hope they’ll get a little bit more out of the game if they choose to replay it with fresh eyes and fresh decisions.