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Originally Posted by Hassat Hunter
@ Xavian; so why not Adventure games? Isn't "lack of replayability" because it's always the same one of the big cons of the genre. How are you going to alter that if it stays on it's pre-defined path of 'one puzzle, one solution'?
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I'm not sure you can alter it. My point is that it works well with RPGs. In RPGs, you have the potential to create different kinds of characters with different advantages, disadvantages and possibly different philosophies. There it might make sense to let you bypass a dangerous situation by attacking, talking your way out of it, or sneaking past it. That's great for an RPG.
But in an adventure game, not so much. Will people go back and replay it JUST to see the alternate solutions? Die-hard gamers, certainly. They're the same people who will probably replay it just to see dialogue choices they didn't click. But the casual gamer? Not nearly as likely.
Someone mentioned the Indiana Jones games having multiple solutions. That's great. But are all the solutions really something Indiana Jones would do? Did they all really feel like something you'd see in the movies? Some of them yes, others probably not.
There's no point in offering us multiple ways to bypass a puzzle if one or more of those ways doesn't feel like something Marty would do or if it wouldn't belong in the movie. If there's only one clear obvious approach that's suitable for Marty McFly, then I'm fine if the programmers want to focus their attention on that. And if having less alternate paths means more puzzles/more content in the main linear path, then that's fine with me too.
Before we worry about a game that's entertaining to replay, let's remember the important thing is to make a game that's entertaining to play.