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Every month, Matthew Sakey discusses culture-oriented issues of gaming, ranging from the evolution of critical language for understanding this medium to the culture of gaming and how the non-gaming public perceives the industry.
![]() by Matt Sakey |
(August 2003) Never Ending the StoryIs it time for new rules about replayability? “If you have never wept bitter tears because a wonderful
story has come to an end and you must take your leave of characters
with
whom you have shared so many adventures, whom you have loved and
admired, for whom you have hoped and feared, and without whose company
life seems empty and meaningless...” The games we respect and admire the most – that is, those which have entered the cultural lexicon as ideal games, or even those which have defined their own genres – are not lauded simply because they are “great” games, but because playing them is so evocative that gamers seek them out again and again. Because of this, the need for recidivist gaming has long been a development issue, and even excellent games are occasionally penalized if they lack “replayability” potential: that is, the likelihood that a gamer who has completed the title will revisit it in the future. Are there rules which, if followed, guarantee that this evanescent quality will be baked into every game? And even if such rules exist, is a high replayability always necessary or even desirable? Fifty bucks for fifty hours of fun ($50:50) is a frankly remarkable cost-to-enjoyment ratio, especially when compared to $8:2 (movie), $150:3 (Red Wings vs. Stars), or $65:1 (Dinner for two). Save model airplanes and good books, few entertainments match a video game’s sheer value, yet games are dinged in reviews time and again for “lacking replayability.” Fair? Probably not, especially when one stops to consider the reason that some games are replayed and some are not. There are a handful of games that I revisit consistently: Sacrifice,
Dungeon Keeper 2, X-Com, Thief. I play through these games because
they are great fun and a suitable follow-up was never produced, or
because I am so passionate about their narrative that even though
I know how it comes out, I want to experience it again. Many gamers
can’t get enough of Tetris or Civilization, games which lack
a specific narrative but remain highly enjoyable from the perspective
of sheer mediated interactivity. The massively multiplayer revolution
is driven partly by the fact that multiplayer games do not have replayability
issues. In them, players create new experiences for one another. |
Matt's Bio
Matthew Sakey is a professional writer. For several years, he has written gaming articles for gonegold.com and fourfatchicks.com (the latter as “Steerpike”), and works as an expert in the field of distributed learning. His first novel is expected at the end of 2003. Matthew holds degrees in Film Theory and Classical History from the University of Michigan. He can be reached at steerpike@fourfatchicks.com.
© 2003 Matthew Sakey. All rights reserved.

