Feels like developers overestimate how much some of us care about replaying their games even if we love them.

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I feel many game developers overestimate just how much some of us care about playing their non-arcade games past the initial run.
This has been a problem for me since childhood, really. Locking extra ending behind 100% completion and said completion is often just more and more item collecting that ultimately serves no purpose if you've finished the initial run of the game.

Dragon Quest XI for example did this well, it didn't have "post game" focused on completing challenges and collecting items, but rather a whole new chapter, a new episode to round everything up and lead the player to the true ending. You weren't forced to complete some annoying challenges, collect annoying items and so forth from what I remember, you just had to go through the story as it develops. We did complete some trials but those were part of the story and as far as I rmemeber, it's been over half a decade now, they were seamlessly integrated.

On the other hand, I just finished PRAGMATA, decent enough game. Nothing outstanding but not bad at all, a nice 8.0/10 experience and then it hits me with this absolutely utterly annoying post game content for me to get a supposedly True Ending and what is the content? More of that Training/Sim stuff that's ok if you want to play it but to lock a true ending behind it, no thanks. I 100%'d every area because exploring was fun, but no I don't feel like doing all this now for a few seconds at the end and a bunch of artwork. Alan Wake 2, one of my favorite modern story driven action/adventure games also did the same thing, I am not going through the entire game again just to get a literal 3 second dialogue at the end and a few changes here and there no matter how integrated in the main plot the second loop may be.

I can play and replay short, fast paced pick up and play arcade style games.
I can replay sessions of Tetris and Kirby Kira Kira Kids (SNES) or even Panel de Pon, Yoshi something or other I can't remember the Localized name now.
That's arcade stuff.
I can play my favorite shmups and beat em up indefinitely.

But I am not doing post game content just to see a few seconds of extra footage at the end of an 8-15 hour game or longer.

This isn't just about PRAGMATA, I've had the same issue with games as far back as the SNES, DKC3 locked an entire boss and portion of the world behind 103% collecting nonsense, I dunno how did it as a kid but I did it and never attempted anything like that since lol
Banjo Kazzoie did the same thing and so many other games.
It's such a tired formula, to me it doesn't add replayablity or more content, it makes the games feel like chores, so naturally I opt out of such things most of the time.

A game's value shouldn't be determined based on how much "CONTENT" it has, it should be determined on how much fun that game is for you on your first playthrough and sure, branching paths and different choices in games to add replay value for people who don't mind replaying games, that's fine...but collecting stuff, completing some dumb challenges I dunno it all feels tacked on to me.
 
Yeah as you said arcade style games like shmups and beat em ups are much better suited to replays since they are on the shorter side. What's funny is that expecting the player to do all that busy work might've worked decades ago but with internet being as big it is now it no longer works. You can just go to youtube and watch the supposed true ending, find out that all the effort is just to get a few seconds of dialogue and decide you don't want to spend your time doing it since it's not worth it.
 
I agree. You see, I dont even find older JRPGs to be worth replaying immediately. If its a game that really sticks ill definitely replay it but usually within a 1 to 3 year range. I mean, I've always thought the most replayable games are the ones you can down within an evening or less. If the game is fun, its a fun way to spend a portion of your day. Replayability should just be about going back to rexperience something you love. If replayability stretches to a new campaign or experience then i think thats already doing more than replayability. Chrono Trigger is a game that has a great example of a smaller rewards locked behind replays, as it has a million different endings you can easily hunt down by doing new game plus runs.
 
I would argue as long as they don't put more effort into the new game + modes than they do the main game that it doesn't hurt anything. I feel those modes are more for the people who either achievement hunt or the folks that absolutely love the game. I just finished Mina the Hollower and I won't be touching that post-game because of how bloody difficult it is. Despite that, there are other games that I simply can't bring myself to put down even after finishing them.
 
As far as RPGs are concerned, I think Chrono Trigger did a decent attempt at this with its New Game+. Because in addition to overpowering your characters with otherwise unique equipment, more importantly, you can challenge the final boss at virtually any point in the story for somewhere around a dozen different additional endings..
 
Replaying a game should come from the heart with a dose of curiosity. "What should I do differently this time?" or "Which type of character do I want to play?" is what drives my replays.
I say the shorter & more linear the game, the better.
New Game+ is best when they offer new enemy layouts/challenges/areas on replays, which is something devs unfortunately don't do as much anymore, outside of action games anyway.

Indie games seem to understand this though, hence all the roguelikes out there I guess!
 
for retro games, i think you are forgetting that back then you couldnt just play them all.
You would be lucky to have 2 or 3 games per year at MOST.

the amount of times i would replay a game i loved, cause it was either that or nothing, is huge!

games had all of that cause they were made to last, nowadays they now you can just google it and just leave the mystery of getting there to whoever feels like doing it.
 

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