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by flukus 3582 days ago
> Where today we speak of "replay value", of games that you finish and then want to play again, no such concept existed back then. Instead, it was assumed that a game that was "beaten" (let alone "mastered") would be put away, and so a game should resist being beaten for as long as possible to make it "more worth the money."

I always thought the games being designed that way was to add replay value. You could get close to the end but then have to start over again because you missed something.

They also had the much better option of optional quests/points.

1 comments

This is a valid way to look at things too. It's sort of a matter of semantics on how the meaning of the word "play", referring to video games, has shifted over time.

In the arcade-game era, a "play" was the outermost unit of gameplay. It's what you'd get in exchange for a quarter from an arcade machine: one attempt at beating the game (possibly with the assistance of mechanisms like extra lives.) So "re-play-ability", if it came up in the game-design vocabulary of that era, would refer to how effectively a game could continue to solicit quarters from a given player. This included difficulty, but also required a feeling of progression rather than frustration, and a decent minimum length for any given "play" (because no parent would keep giving their child quarters for a machine that eats one every minute or two.)

Coming with the era of battery-backed save files, the "play" (play-session) was replaced as the overarching unit of gameplay consumption with the play-through: the creation and on-and-off usage of the same save file, for weeks/months, until you get to some point where the game shows you a "The End" screen and you (in many games) get a percentage score for how many of the game's optional puzzles you solved. (Basically bringing to home consoles the conception of gaming that existed on time-sharing mainframe systems in the 70s.)

Both before and after the ability to restore progress, players could decide to quit a game before beating it, unless the game was good enough to drag them back in; and both before and after, players might continue to play after beating a game, to do better. But the arcade† and arcade-inspired eras definitely favoured the first kind of "replay value" compared to the progessive-play-through era.

† (Assuming that "beating" the game was a sensible thing to talk about. Many games of the arcade era would let pretty much anyone "get to the end" with the barest effort; the point of them was instead to compete on point-score or leaderboard-ranking. "Replay value", in these games, effectively referred to the same thing the term "depth" does in competitive games like chess: how well the game serves to measure skill difference in high-level play.)