This was an article I wrote for my other blog but I wanted to post it here as well is super long so I better get some credit for it right:)
Well mainly I want to point out to people that in the end I cover some really good games and I think people should play them, games like Front Mission 3, Tactics Ogre(and play Ogre Battle its way more unique too) and Vagrant Story, also play Suikodon even do I bash on it a lot here.
I am going at this mainly from a story perspective, I will
completely ignore multiplayer focused games like League of legend who
clearly are replay able as the game are just in matches between players.
I also think that games like Diablo etc where the player has a unique
talent tree of three. And the player can thereby replay the game going
for different builds the next time is not very interesting.
First I want to go into some games I think failed on replayability for different reasons.
Lets start with analyzing what was good with Diablo 2 and what Diablo 3 lacked.
First
I want to say that I actually enjoyed Diablo 3 and I think that overall
the gameplay is much more smooth and more interesting classes. But dam,
the game complete lost its replayability, when looking at individual
classes. While the game can certainly be replayed again with a complete
other class it really has zero value in playing the same class
again(excluding hardcore if the other one has died) that was not true
for Diablo 2 at all.
If anything Diablo 2 biggest
strength was that it was always something you wanted to try again from
the start. And Blizzard actually removed a lot of t hat in Diablo 2 with
patches as well.
This topic I would say its
super uber, for the Diablo design most of all as Diablo 3 really has
better gameplay then Diablo 2 but it gains it mainly from sacrificing
the replayability that Diablo 2 had. And thats one massive reason why a
lot of old veteran players hate Diablo 3 and well they also hate it
because it lacks the crazy in depth talent stacking that Diablo 3 does
not have which is also directly related to the aim for more smooth
gameplay.
The Diablo 2 replayability comes
100% from its talent build on the characters. The game clearly has no
story what so ever or interesting other parts of the game then the
characters. Not saying that I dislike the story of Diablo I think all
the game got a pretty good story but its not like anyone replays th game
which is 100% linear and has almost 0% story development on your
character. The story is all focused on what Diablo and really most of
the good story I think comes from the world, the lore backbone not so
much the direct storyline in the gameplay.
Anyway its
clear the replayability has to do with the characters. The game do also
features gameplay at max level, farming best items, pvp etc. But like
with WoW or other games that aims for that even more that is not the
replayability at all. So while it adds game value, game time so to speak
its not the same aim or gameplay feature so I wont go into that at all
for any game. (However, I would say that games with the good
replayability usually features little to no end game value).
so
the replayability in Diablo 2 comes from the character
development(combat). Its important to note that the player is able to
stack talent points on skills and not just traverse downwards in the
games talent tree like most other game does it.
This gives the
player 2 genera options, put a lot of points in one skill or go further
down for better more advanced skills. The game also has 3 different
talent tree its quite ingenious design really, the player gets just the
points they need
to put 1 point in each skill per stage level. I.e
on level 1-5 the player has 5 skills spread in the 3 threes and on
level 6 they gain 5 new spread around, if they put one in each before.
That
means the player can exactly get 1 point in each skill when leveling up
a character until theyr each the max new skill level of 30(note level
goes to 99 but there is no new stuff after 30 just more points to stack
with).
One way to play the game is to get each skill
then later max, or stack all fire skills as they now days boost each
other, or just stack all in skill etc. A lot of different options.
So
its possible to do loads of different playthroughs with just 1 class.
Really a lot of variation giving cause to great replayability.
In
Diablo 3 on the other hand the player can constantly with no cost where
ever they are in the game as long as they are not in combat change
their skills!!!
This is a MAJOR difference between the
games and quite different from most RPGs. The effect really if you ask
me the playthrough is way more fun the first time in Diablo 3.
its
a lot smoother, you can try any combos you want right away. Try each
news skill with no penalty on what you done earlier, try new kinds of
build all the time with 1 character and so forth.
However,
there really is no reason what so ever to ever replay the game with the
same class again. You have likely tested each skill a lot, choose what
skills you like, which ones you do not etc.
So while the game is
more fun right away and the player is never stuck on some boring
gameplay forced by an earlier mistake there is no room to retest playing
the game.
And thats just the general change from
letting the player always change what skills they are using. As the game
got ride of the talent tree and specially the stacking option to have
this streamline experience
the player cant go for crazy
strategies and that even more so removed the replayability. In Diablo 2 a
player could put all their point in the first skill they got to go
around 1 shooting everything but that skill would be useless late game
so that would be a payment for a quick leveling. A lot of those options are completely removed.
That
being said, original Diablo 2 mainly feature a lot of total different
character builds but only a handful was good late game so not like it
was actually that many options.
Another example of
this is just how Blizzard changed Diablo 2 rules. They put in that the
player now can talent respec. I think that was a horrible design for
replayability. That just means now you can go and put all the points in a
early skill max it, crush everything until
it gets useless then
just respec and put skills in a newer talent, max that one get to max
level and then do a proper late game build. Sure way less punishing but
like with Diablo 3, that actually removes the major reason to replay the
game.
Note: The player also has attribute points they
can tinker around with for more options but they are not at all as
clear as talents + they even more had only a few limited way it was
good.
Tl:DR Diablo 3 offers a better gameplay the first time but sacrificed replayability to do so.
Side
NOTE: What I found interesting on all this is to who did Blizzard do
this design? Honestly I don't mind as I am to old to replay the game 30
times so I prefer Diablo 3 way more and the overall gameplay was much
more fun through the game. But given that its was mainly old fans that
wanted to buy Diablo 3 old Diablo 2 fans I guess it should be to no
surprise most of them would dislike Diablo 3.
Diablo still does a very simple way to do replayability, its purely made from different options in character development.
The other standard way is from altered gameplay in the story and the game world.
Preferably you combine these 2 ways.
That being said I found its a myriad of games that does fake or
horrible ways to pretend it has replayabiity when it comes the the paths
the player can take in the game.
For
example Suikoden 5 the player can decide to kill of one of their
characters, this has no other effect on the storyline at all, except
missing the true end when the game is over if the other requirement of
having all characters collected. is set,why the goal is is failed as 1
is dead, the suikoden 2 has a character dying where the player cannot
prevent it, which instead puts a timer on when to get all characters if
the player has not found all 108 stars before that character dies the
true ending cannot be unlocked.
However,
in both cases that the character dies has no story impact what so ever.
When it happens nor afterwards everything in the game will going exactly
the same. While the True end is not unlocked all the other dialog will
be the same in both paths of the games. All bosses the same etc. So the
choice in Suikoden 5 does not actually matter. Its one of those false
story importance a lot of game has. Still better then the complete
illusion of choice as the player can get that character killed and it
will be a cut scene of the character dying, some mourning dialog
afterwards and so on(but after that the character is never mentioned
again, regardless if its alive or not).
Complete illusion choices
are common in the Visual Novels genre. While that genre should clearly
invoke replayablity its pretty much one of its main goal. Try to get X
ending and then try to get Y ending or unlock scene A, so the player
replays and replays.
There is a lot of Visual Novels
that complete fails on replayablity they just go for a lot of options a
lot of times and actually most of the option gives absolute zero effect
on picking. So for example it can be 5 Binary questions in a row and its
only the last one that gives any change in the story, while the
character will react slightly different to the picks in 1-4 the
characters will not be effected by this later in the game so they really
have no meaning.
The worst offenders are games where
its no story change at all until the very bitter end of the game and its
like 50 questions but the last 51 question has 4 different options and
all the games 4 different ends are all decided by the last question.
(Kinda like Dragon Age just saying....)
The only
replayably these type of design offers in the is to load the safe file
at the last question and redo them. Quickly realizing the games all
option before was just lazy illusions of gameplay.
This
type of design really annoys me is like they were to lazy to program
the game to remember simple flags from choices before hand and just
ignored everything that happened in the players options. When a Visual
Novel does its just pick your ending type of game and pretty much
removes any game from the game... well even worse are "Visual Novels"
where it even on the end is not change and the game is not even a game
but text and images, I don't consider that a game then anymore at all.
For
example with Dragon Age, while not a Visual Novel the game features
pretty much 100+ of illusion choices where the only effect a pick does
is if it gives you + or - on the chance to fuck your companions. And in
the end of the game its 2-3 choices that effects all the different
outcome of the game. That really removes almost any reason to replay
the game. But at least its game with combat systems and different
talents to pick etc a visual novel that does this stops being a game
more or less
But the real fail for Dragon Age if you ask me is the players to much open option to save.
Obviously
I don't like that its pretty obvious no choices really matters to the
grand story of the game. But the options do create different minor
story-lines, effecting the current sub-story / quest etc. So while that
should give the player a incitement to replay the game once more and
pick different minor paths I really think it drop the ball completely,
why? The player can just load.
When I played
Knights of the old republic, the MMORPG game from Bioware(same who did
Dragon Age). While the game likewise features a lot,a lot of options
which really just effects your Light side Vs Dark Side status. Literally
its like 1000 choices and 980 of the just gives you points in what type
of Jedi you are. Sure people speak to you differently and you looked a
little differently, but it really don't affect the gameplay what so
ever.
However, each pick is a lot more
meaningful then in Dragon Age. As its a MMORPG you cant save so each
pick its permanent, wanna kill this guy? Flirt with this women etc, not
sure of the outcome. You have to bet to see what happens if it will fit
your character, your companions etc. When playing Dragon Age, its just,
"oh dam I want to fuck Morgana next and this pick gave me -5 with her,
better load and pick the other option to get + instead".
Because
of the super easy way to save before any option the player can just
easily look at all outcomes right away and then pick the most beneficial
for whatever they are aiming for. In KOTR you have to replay the whole
game to get to those pick again to see the other outcome, well a little
high on the time wise but a lot more reason to replay the game.
When
I think on this I think on games like Dragon Quest warriors. The DQ
version of Pokemon. A really good game and already in its first game you
could mate different monsters(which pokemon later tried to make their
version of this but the never went for such a complicate and good system
like in DQW). This was the way to get new stronger monsters they would
not only inherent their parent and some of their grandparents
abilities(genes;) but also depending on the combo of monster it would
create new better monsters. A lot of the gameplay in the end was to
figure out how to get the best monsters by reading different books in
the game, talking to people about myths. (this was before the Internet--
you did not just Google how to get X boss monster).
But
it also had a very, VERY harsh no load button. So when pairing up 2
monsters to mate they would both die and you would lose them
permanently. The child would never be known before what it would be(if
you had not previously mated those 2 monsters) and the game would SAVE
over its file when it mated. So no going back if it failed miserably.
Hard but very rewarding system.
Anyway my point is at least in a
replay value perspective Dragon Age would be 10x more replayable if the
game saved over the game file after each pick in the story, thought
this would charm Morgana, sorry she hated you for it. That would invoke a
lot more desire to replay the game experience.
Of
course games like DQ warriors and Pokemon definitely has a good
replayabiity as well in how much different the playable characters are.
Both those game franchises features 100+ of playable characters and the
player can pick a lot of different characters right away to use. This is
a small but good point I would say as while other games might feature a
lot of characters to form a party with they might be way to late to get
so its never really gonna effect the majority of the gameplay.
For
example the Suikodon Franchise, as I mentioned earlier that game
features 108 characters in each game but most of them can only be
unlocked at given set times in the game story progression(some in the
story and others cant be unlocked until you have reached chapter X then
chapter Y etc)
So those games really don't have any replayabiity
even do its so many characters as its not like the player can pick from
all the characters like in Pokemon pretty early one. Its takes like 40
hours to get all character.
+ A side problem in
suikodon is that the game also has clearly better characters then
others, while Pokemon also has this at least the pokemon's have
different element types and some unique move etc so most of them can
still be used all through the game if they match the team. But Suikokden
has very clearly better characters which are just straight a lot better
then some others so its a very clear that in chapter X, these 6 are the
best then in Y the player get 10 new characters and 2 of those are
super good so they can replace the worst in the party, rinse and repeat
for each stage of the game.
(Just FYI I love the Suikodon games I am huge, huge fan I got all the
games even the ones who was released in my country and most of them in
MINT condition. But they game really has no replayabiity, the story has
like 3 endings, 1 super bad you get midway with immediate result, 1
normal good and 1 true good, the true good is always from getting all
characters, which you always want to have so ts not like you replay the
game to get another ending and the fun part of the game is to figure out
how to get each character and the overall great story and most of the
combat. So replaying the game is really not so inspiring as you know where all
characters are and you know how the story will always go...so yeah I
love the franchise but it really has more or less 0% value in
replayability, still I have replayed most of the games(not 4 as it
sucked) and I guess that is mainly from the games just being so dam good
you play t over and over again. So saying it got 0 value I guess is not
entirely true.)
Some of my favorite examples:
Front mission 3
Front
mission 3 I found so, so special. First of all its super 100% linear
game the player has only 1 choice to make right away at the start which
will create 2 completely different games, story wise but also all the
stages are different all the characters in you play with except the
first 2 characters which are the main character and his best friend,
still both the gameplays are extremely entwined I just find the games
replayability a must. Basically when you beat path A, you gotta beat
path B. Not at all to get the story or some crap like that, the player
is not forced to play the B path to understand path A. Its just such an
interesting and well done take on different side of the same coin, that
if you like path A you will like path B even more. Thats be best part of
its replayability, the second playthrough will be even better then the
first.
First of all the setting is
important to get about this game. The genre is general the best games I
have played over the years who are the best to give the players true
meaningful choices n the games narrative.
And that is
Tactical RPGs with War / Political storyline. Which almost all of them
have and why maybe the war part is what is important and not necessary
the TRPG. My Second example of great replayability is also a focused war
and political type of drama story just like Front Mission. I think its a
lot of reasons for this but the general idea I have is because the
choices are much more clear and can be vastly different. Their effect
can hit on a grander scale but mainly that most other games the choices
hit on a very low scale.
Think about it, most games focus to
much on the intermediate story of a bunch of characters or 1 character
even. So the main choices that can happen is simply between them, which
wont ever effect the grand schemes in almost any game as no matter what
they will still always end up beating the evil that threatens the world.
So the biggest difference that can happen is to gain or lose a
character and then alternative endings. All other stuff is usually just
minor details in dialogs etc. If 2 different person plays the same
generic game, do different decision they will still re-tale the same
overall storyline for a third person, as all the minor details is not
really the major story but just subplots.
So Front
Mission 3 then just like all other FM games is a heavy focused on war
and political power battles between countries on earth but in the near
future. The player controls cahracter which battles in the latest war
too, Wanzer. A mecha type of unit which can utilize bunch of different
Firearms. Note that the game takes a very realistic theme, while its
Japanese and its mecha they are dirty and cant fly on rainbow colored
clouds and so on.
That
Wanzers are actually quite important for the overall replayability as
the game has a great character system where the player can modify and
change, arms legs, body and head of the wanzer plus use 0-4 different
weapons so its a lot of customizability and the characters gain
experience points in different weapons, this is not the major part that
makes the game have good replayability but its definitely a sub reason.
The later games like FM 4 improves on this part even further with repair
wanzers, backpack that can jam signals, or be a jetpack etc. Further
more options for different wanzerr and pilots.
However, its not
just that the player can play Path A and then replay Path A and do it
very differently with the characters. As the player gets around 10
different characters on the different paths. The first 2 extra are
exactly the same, same weaponry, skills etc just so its a good start
team for the player(good design) but the other 8 are completely
different sure they are overlapping but not the same. For example Path A
has a girl in a Wanzer with Hover legs focus so she can fight and
travel over water, while Path B hardly even gives the player the option
to ever get a Hover Legs but instead the player can get Powerful Burst
focused legs so they can jump higher to get on top of buildings.
All
that are just subtle way to give the different paths different
gameplay, the player in the end can customize their party to be pretty
much the same as either path regardless. (except mid-late game special
part)
No the real major thing in the game is the story.
How its so close and still completely different so that the redo is an
amazing new gameplay experience.
NOTE: An important note is here,
If you ask me, FM4 is way worse then FM3 solely that it missed this
amazing replayability that FM3 had. In that game the story would jump
between an american team in south America(a part of the new USA) and an
European team(EC(war version of EU)) their story was entwined and the
battle system was quite better then in FM3, even do FM3 has great combat
as well but FM4 simply has really, really good. However, there is no
reason to replay it. The game is pretty hard but while the 2 different
stories have different character and wanzer it was more limited the
player get to experience both sides on the same playthrough and there is
nothing to discover on the second so it really has no replayability
except changing some wanzer parts here and there but that if anything
was just annoying in that game because you have different shops and
economy for the 2 sides but you frequently swap in between them etc...
I
really want to emphasize that there is nothing in the game the player
misses if they don't do both paths in FM3 etc is just a great
replayability second way to look at things. So its not like in FM4 where
both stories effect each other. In FM3 the stories are overlapping but
without you on the otehr story so its different but similar.
Its
basically hard to explain, FM3 features the same start story and the
same last enemy faction so the first stages are the same and the last 5
or so are the exact same. (enemy/story wise you got different characters
and weapons to combat them). Its very interesting very well done.
Ok lets go into the story details then.
The
story of FM3 is about 2 Japanese young adults who are training to be
Wanzer pilots, to no suprise as the main character father is a big time
general in the army. Just before the game starts someone steals a new
type of nuclear weapon developed by the USC(new USA which also control
south America as new states,(the fourth game covers this a lot)). A
prototype of this bombs goes of in the military base where the mc trains
and he and his friend Ryoga of course gets the blame.
Here
the story is the exact same and depending on if the player picks to go
and shop a birthday present for his sister the game will take 2 vastly
different path.
Path A. The scientist Emma from the USC
saves the player who is man hunted by the Japanese government for the
bomb incident she is the original inventor of this new nuke midas and
know the player is innocent, she enlists the player to help her track
down the Midas which is somewhere in the Oceania countries
(Japan,Australia etc has made a new type of union in the future)
The
player will overall fight vs Japan and its allies and will here and
there come in conflict with China who wants to steal the Midas
technology, midway through the game it will move to different parts of
china. Here the player will join up with rebel forces against the super
evil china government, safe villages take down giant fortresses etc. In
the end a new hidden enemy will appear in china which will be the true
last boss and they will go back to japan kinda closing the circle of the
game.
Clearly I just wrote a very super general story part but the overall story change really from B is.
Your
sister Alison will instead be playable over Emma(they fill the exact
same role in the combat) and Liu a Chinese operative will be the one
saving you from the Japanese army instead. So on B path the player is
instead working for China vs working for the USC.
So some of the
story parts are the same you will always attack a Philippines ocean base
to try and get the midas from them no matter what side you are on.
However
mainly when in china the game will really present 2 major different
stories. And its really well written, on the USC side helped the weak
rebels vs the evil government, classic storyline. But on B path we learn
that the rebel kills innocent people ruins dams to further their agenda
etc and is actually the government who is the nice side.
One of
the big battles in the game is when to attack a huge mobile fortress n
china that travels around well on B side you of course instead defend
that fortress from the rebel scums.
The game design
here is important to note, its not only just a simple switcharoo where
its th exact battle but you are either on side A or B. While its the
same map, the game does it a little differently, on A you attack the
superior fortress vs their huge army etc. But on B you arrive just after
the army been wiped out and you have to use a small force utilizing the
fortress defense systems instead. So that is also very well done.
Overall
the story touches on a lot of philosophical points by showing the 2
side of war. Its a very gray type of characters, they are evil when you
are the other side versus them but with them they are heroic and good
people.
Still the story does not get overly preachy if you replay
it,its not like all characters are just the reverse of them self on the
other side. For example path A has a recurring boss battle vs 4
mercenaries which are very unique boss battles as they are just 4
wanzers otherwise the game like most other TRPG goes for 20 enemy + 1
boss in the end type of stages. These guy are super annoying and appear
as bosses a few times on path A.
On path B, they are still EVIL.
They work for china so they help you, save your party etc. Sales their
wanzer parts to you for the highest cost in the game. However, they are
doing everything for a profit they state very clearly they will aid you
solely for money and that they don't care who wins or loses and they are
doing as much as possible to not end the civil war. Thats another great
point with the games characters, yes some of them are portrayed
entirely in reverse as you now are on their side but others are just
plain evil or good hearted no matter what.
But the best
part of the games amazing other version of the game play is stuff like
these mercenaries, they are bosses o path A with super unique wanzers
and they beat the living shit of you. Not only do they save you on Path B
they will even give you access to those wanzers for that playthrough.
Liu
is your guide on the NB path, a classic type of character that helps
the player. Not just in the storyline but he explains most of the game
mechanics, how the shop work etc. hes that standard older adventurer who
has been around and can guide the new adventure(main characters are
almost always young and inexperienced in RPGs).
Well on
Path A. Hes the most recurring villain of the game. He attacks you
relentless over the whole game, being a thorn on each country you fight
in. Hes now the classic henchman to the main villain(chinas president)
and will gather new forces and new plans to try and kill you and kidnap
Emma.
SO the game really punches you with that as a
surprise play through Path A first like I did and when starting path B
suddenly your most annoying villain is gonna be your most trusted
companion. Now I did not play B first but I would imagine that would be
quite a weird feeling as well the common guide character suddenly being
the never pursing villain.
Its a lot of these tings in
the game that makes playing it twice is so worth it. Also yet again
they really surprise in how not black and white it is or not lazy 1-P,
where P has to always be the max of difference.
For
example while Liu is a very important character on both A and B path.
Emma who is the guide on Path A(shes is quite young but super
intelligent scientist/spy so she knows everything in the world type of
character). She is hardly seen in Path B. She is still here and there in
the story as she is the inventor and the target of the true villain in
the end etc so she still appears every now and then but she never
combats the player. Liu does a complete turn around as a character in
the A and B. while Emma is pretty much the same character you don't have
much interaction with her personally on B path but she is leading a
search for the midas so some of the other A playable characters is with
her and appear sometimes as well.
So the player don't know what
to expect for changes on the paths. The paths gives the player a very
deep view of war, good vs evil. I also want to just emphasize on as I
mentioned the player does not at all have to play B or A, the start end
the ending is the same the player will understand the main story
completely regardless of path. The paths are just extremely different
but showcase most of the same character cast. This create a really drive
to play the game twice, it takes rouhgly 35-40 hours each playthrough
and many of the same stages are reused over but with completely
different gameplay(as mentioned not just from swapping side). Its mainly
as how the first 5 or so are the same and the last 10 or so and then
its another 40 stages in the middle who are different and about 10 of
them are on the same but on different sides, so its a way to really
reuse assets but to really extend the games replayability
Tactic Ogre - Let us Cling together.
So
I talked earlier about games who have a lot of choices but they are
meaningless. Tactics Ogre an old cult classic to Super Nintendo is
pretty much the exact opposite the game only has like 10 choices all
together but they are extremely important each of them. Not only do the
game have like 10 different endings the gameplay to them the paths on
way are split into like 20 different or so as well. So taking decision A
at question 1 does not just make people react differently, like in many
other games it sends you onto a completely different story path then
what path B is. Like with Front Mission 3.
However the game does then let the player re-change the path again at different part of the story.
Its
like a Binary Tree were node 1 i split to A-B and then from A you can
split of into C-D. And in B node you can slit into D-E.
So
very simple explained if Going left in the Tree is going to the evil
path the player can go evil-evil. Or Evil-Good which is the same result
as Good-Evil. the game is quite complicated it does this several times
and also create outskirt of extreme sides. However, different characters
are recruited different battles etc at the different paths, so path D
is not entirely same going from A or B and in the end of the game the
different endings are different then depending on all the different
decision all through the game(and nto just the last dam decision). +
what character are alive / dead.
A character die in combat they
die permanently so that is actually a big thing also characters can be
miss on the recruitment depending on how one does in certain battles and
like when you reach certain points in the story.
For
example the game got a hardcore storyline...also I played the game in
Japanese like 10 times and its been a while but the story is something
like this. The fire Shaman, its 4 shamans one per element. And they all
have to be recruited to get the true, true ending.
Playing on the
Chaotic path(which is the good path, lawful is the evil one) the player
at like th 8-9 decision can choose when to go her island base. This
actually does not change anything else in the story is just one of
those, do you want to fight this battle first or this other battle. So
it does not even look like a real story important choice and it wont
affect your main characters alignment etc. But, the fire shaman will
have been killed of if you go to her island as the second battle(its
stated in the games chronological that she was raped to death by enemy
forces). Both battles is the exact same but she will be dead if you go
to her to late(I actually think its like 3 minor battle on each side
with no rest(heal) in between something like that). But like I mentioned
tis is not a evil/good/neutral decision.
So the game has a lot of myriad of different game paths. And its extremely gray to.
The
first decision in the game is to either follow your lord and under
false flag and kill al civilians in a border village so you can declare
war on the neighbor country or refuse.
Killing them all makes you
a lawful good character and your best friend creates an army with you
to battle the evil neighbor country.
Not killing them
makes you a fugitive, your best friends hate you and promise to kill you
and your sister. You still end up getting the blame(you try to go to
village and stop your bet friend) and you run away with a small elite
force having war with both your home country and the evil neighbor
country(which are always evil no matter you do). You end up Chaotic Good
player.
The main character alignment and his element
picks from the start also defines what classes the main character can
play as. This is the same for all other human characters and dragons as
well but they just gain alignment from battle, the mc is stuck on his
alignment based from storyline decision.
Basically,
the game has few but super important decision that truly do change the
game. Its a bunch of unique characters on all the different paths which
also affect how at least can be done. Coming to like path x you can have
up to 10 different characters if not even more and that clearly vastly
change the battle on path x. So even same battles can be very different
and then its a lo,t a lot of different battles that unique to each path.
A
quick note is to the game predecessor to. Ogre Battle. In Ogre Battle
there is no different paths, its a few hidden extra stages but that game
also got like 100 different decisions, 20+ unique secret characters and
like 30 different endings....but its freaking hard to get how it works.
Its definitely a high replayability game as the first playthrough
likely ends with you dying at the end. That game has not very clear
decisions so I don't think its the best way to design replayability but
its also another interesting way to do it, each battle is instead
giving you repetition and/or characters so its all about doing the
correct thing. Protecting innocent villages etc not killing some enemies
and so forth to get the true ending......but yeah its an amazing game
just to complicated.
Tactics ogre on the other hand really delivers a great role playing game where choices matters.
Vagrant story
Lastly
I want to talk about Vagrant Story and how it produces replayability in
a to honest retarded mechanical way. I love the game but its character
development system really is evil, well it does give you replayability.
First
of all the the crafting system in Vagrant Story is actually very
similar to Dragon Quest Warriors mating system for monsters. You take 1
sword and 1 crossbow if you are at the right workshops that can handle
their metal(on big point of the game is to find different workshops,
some can handle bronze and iron other bronze, iron and silver. The super
secret one can handle all kind of metals and even wood etc so it can
combine any weapon or armor)
If the sword is good vs lizards and
the crossbow does high holy damage, you know get something that is both
good vs lizards and does holy damage, if the sword did good dark damage
it will cancel out the holy + and just be good vs lizards. Like in DQW
its a secret what you get, how different weapon of not the same type
what they can create and so on, so its a lot of experiment. Well the
game don't save over you file otherwise it would be almost the exact
same as DQW.
Thats one thing for the replayability if
you don't want to sit and reload all the time its a massive importance
to do the right choices in crafting, the weapons get experience both and
you can move that over to other type of weapons and so on. But even if
the weapon looked good as a result, you still lose it hen and it might
been better to create another type of weapon for 2 bosses later on and
so on. Its not entirely hard to have more save files and go back etc but
its kinda harsh.
But the character experience system
for Ashley(manliest name ever, when I grew up I did not even know there
were any girls named Ashley until like 5 years after playing this game.)
Its actually quite horrible, like pure evil.
Ashley
cant get any experience points, his weapons skills can. Not only the
weapon itself but also learning new weapon arts by kills. But he himself
cant gain attributes by killing monsters.
He has Health, Mana,
Strength, Agility and Intellect. And you cannot improve these by farming
experience or similar endeavors. Int makes your spell do more damage,
Str improves the damage of your normal attacks, nothing complicated with
the stats.
The complicated part is to get them.
First
the player can get seeds, these seeds can be gained by killing bosses,
mini bosses etc stuff like that but mainly found in different
chests(which are not randomized, can only be open once). The seeds gives
a RANDOM boost to 1 set stat, e.g seed of power gives 1-4 strength.
That randoms how much total str,int etc you will get one game.
But what really makes the game unique on this is that the bosses when killed gives the player a roulette.
And
this roulette can random any stat from 1-5 +. I can say right away
getting either mana or health sucks as in like all other game 1 health
is not equal to 1 strength. Well you do start with a 100 in each so in
this game its more similar value but still far from the same worth.
Without
going into to much details its clear that the player at random on
playthrough one be a really good fighter from getting a lot of str, next
game a magician focused play from all the int.
The
game do also features a new game +. Which is different from game+. Game
+is where when having beaten the last story boss the player can start
from usually the last save location before entering the final dungeon or
at their home base and now they can access new places in the game,
challenge some extra bosses etc. For example DQ8, after beating the last
boss the player can start again before entering the last dungeon and
now go and beat the dragon dungeon which s much harder that he story
last one.
But thats different from new game +. New
game + starts of the player from scratch again but they have something
with them or some games nothing at all except that its the second
playthrough. Some game gives the player a lot of stuff to carry from
their old game file and they can then do a lot of new stuff, or just
further super level their characters etc. Other games do like Vagrant
Story where its more like this new game has the game+ effect, basically
there is more dungeons and extra bosses to battle which couldn't be done
before beating the last boss but the player is then in this case
started from scratch again so they have to beat the whole game again to
reach the new stuff anyway.
Is actually kind of a cheap
way to add in replayability, because its mainly a game+ aim but you
have to then spend hours to farm up levels again get items etc to have a
chance versus the extra challenge.
Well its another way to add
replay value I suppose. (the player do get some stuff, the main thing
is that they can now open special doors which was locked before and
already at start that brings the player to the ultimate workshop).
Well there is lot of ways to add in game value, next article I will analyze minigames.