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High Replayability in Browser-
Based Games
How to gen erate it an d wh at yo u gain an d los e
Felix Faber
About us
Highly Replayable Games
Games that can be played a repeated number of times
and each time they are equal or more fun
Games with high replayability
Games with high replayability
Games with high replayability
Content driven games
Content driven games
Pros of replayability
Can lead to very long life time
Less content needed
Good opportunities for monetization
How to generate high replayability in
Games
1. PvP
2. Fair starting positions
3. Short opening phase
4. Versatile main game
Mechanics enable many different strategies
Content is generated by players
4.1 Actions of one player must change
options of others
4.2 Skill
4.3 Possibility to catch up
Rubberband
Smaller gang up against bigger players
Surprise tactics
Luck
5. Let them end
Problems and Solutions
Players loose their progress
–  Introduce meta game
Players loose
–  Visualize skill improvement to ‚loosers‘
Strong players play against weaker players
–  Match making
Thank you!
felix@bytro.com
High replayability?
Game of war pic
– Replayability in the late game?
Candy Crush
High replayability?
How to create replayability
*PvP
*Need game mechanism so content is generated through the user
*Everyone needs to have fair start positions
*Actions of one player must change options of other players
*Short opening phase. First blood should happen soon.
*Feindkontakt is where the fun is
*Many Non-linear strategies must be possible.
– *Rock paper scissors
*Possbility to catch up
– Rubberband
– Smaller gang up against bigger ones
– Surprise tactics
*Skill must matter. You need to be able to improve
*Langweilige Routinen vermeiden?
*Endgame: Game must be endable by players in order to avoid boring end game
*What about Luck?

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High Replayability in Browser-Based Games: How to Generate it and What You Gain and Lose | Felix Faber

Editor's Notes

  1. Games with high replayability can have some disadvantages that you at first don‘t think about. And what these are I will tell you later
  2. Replay because rules are fun, you earn skill, play against others, new situations are created by players Opposite: Content driven games, linear game play. Doesn‘t mean these games don‘t make money.
  3. Board games need to have a high replayability because space in the box is limited
  4. Chance, luck.
  5. You play one level multiple times, but once you made it, you are unlikely to replay the level
  6. seed
  7. Game mechanics needed so content is generated by users Playing field, arena where everyone gets together to compete Fun is user generated Or the AI needs to behave very humanlike
  8. It is easier to design, if everybody has simillar starting positions. It can add to the game if starting postions are different.
  9. Opening phase / planning phase: The part where you move your pieces, or build up your inital base in the case of Starcraft, or walk to your camp site in Counter Strike. Core games often have short intro phase. Opening phase kurz gestalten ist besser für Spieler?
  10. Enemy contact. This is where the fun is. New situation and content is created each time the people who apply the rules of the game Game mechanics need to enable many different tactics and strategies so that when players come together and play, they create new situations each time. Every new round is different from the one before Many many different ways must lead to victory. Non-linear game play. Know you did a good job if situations in your game appear, that you have not thought off. Avoid boring routines like grinding
  11. Options: for example in chess, decision tree is limited on one side and new options there on the other side. Each step, the decision tree needs to be evaluable again. Optimization of decision tree is called fun. Hidden states: there can be hidden states and decisions to make the game more fun. Calculations with probabilities starts
  12. It must be possible, when repatedly playing the game, to improve Skill Skill: show skill improvement Skill must matter. You need to be able to improve Important to be rewarding, even when you loose. Skill increase can be displayed.
  13. Catch up: eg. By Rubberband. But also possible if smaller players gang up against bigger ones or surprise tactics: one player seems dominant, but forgott to build up air defense. Or chess player forgott a mate possibility. Luck factor? Possbility to catch up Rubberband Smaller gang up against bigger ones Surprise tactics Chance Luck can be brough in. Sometimes destroys the game.
  14. Endable endgame Game must be endable by players in order to avoid boring end game
  15. Meta game with content can be added. Spiel überstanden reward Neue strategien können durch neuen content das anreichern, frischer Wind Andererseits muss man dem der sich hochkauft auch die Möglichkeit geben zu dominieren. Dass er was davon hat