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Instant replay: Level select and the freedom of choice

2:30 PM on 08.05.2008, Joseph Leray 43 comments

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Look at the back of any videogame packaging, and you'll likely see some marketing jargon about the length of the game or its replayability. Movies, on the other hand, all feature a run time hovering between two and three hours, and you'll never see a book tout how long it is. For better or worse, videogames are a commodity, a medium from which we expect a certain amount of entertainment as a function of price. If consumers don't get a certain number of hours out of their dollars, the game in question is less likely to sell well. It looks a bit like this:

Number of hours played / dollars paid = X

The bigger X is, the happier consumers, publishers, and PR firms tend to be. Some reviewers even go as far as to review a game's potential for replayability (rather than focus on, y'know, the game itself), firmly cementing games into the aforementioned equation. Unfortunately, it's hurting game design.

In a mad scramble to artificially inflate "replayability," developers have been shoving unlockable content, Achievements, and a slew of collection-centered elements into their games. It's too bad that most of these attempts are uninspired, lazy, or both.

In short, they're doing it wrong.

Current models for replayability are terrible

Game developers expect us to play through their 20-hour game several times, completing arbitrary and tedious assignments. In an industry where "longer" equals "more marketable," it's understandable that developers would try to find ways to extend the experience, usually under the guise of "replayability." Unfortunately, most of their efforts tend to fall flat. (Hey there, Devil May Cry 4.)

No, Cory Barlog, I will not collect 20 Cyclops eyes so that Kratos can have a new codpiece. No, Tomonobu Itagaki, I will not replay Ninja Gaiden II using only the Anal Beads of Destiny for five Gamerpoints. Don't get me wrong -- I'm not against unlockable content or Achievements. It's just that bonuses should be difficult and interesting, not chores. And I don't even have to tell you what Banjo can do with those puzzle pieces.

Given the amounts of time, money, and creative effort that go into creating big-budget games, it's incredible that we're still collecting random pieces of trash under the guise of "replayability." Frankly, I expect some more compelling reasons to spend time playing games.

It wasn't built in a day, but it was built on choice

If developers really want us playing their games as much as possible, they should give us the tools to pick and choose how, when, and why we (re)experience their games. It seems overly simplistic, but I am convinced that level select options are the most compelling reason to replay (certain parts of) a game. 

Level select options essentially allow us to experience games any way we want, a concept that, to me, seems absolutely critical to video games as a medium. As interactive media, it only seems natural that developers would want to allow us to play -- and replay -- games in as many different ways as possible.

Multiplayer, for example, is another great example of this type of freedom coming into play, albeit differently. Multiplayer matches allow for a high level of customization -- you pick the map, the weapons, the characters, and the people you play with. Source Engine mods adhere to this philosophy par excellence.

Customization and control of the user experience are wildly popular, and have been for a long time -- robust character creation tools and level building can tack hours onto running times. Even RPGs, with their archaic tropes, allow for incredible levels of customization. To boot, there comes a point in every RPG at which the player receives an airship and is allowed to explore any part of the overworld he or she wishes.

Let's face it: the games industry was built on giving people as many choices, as many options, and as much customization as possible. Furthermore, this freedom encourages and invites replayability, and level select options fall into the same category. However, they also encourage and highlight good game design.

Good design leads to replayability

I'll probably never play through Half-Life 2 in its entirety ever again. No offense to the team at Valve, but I have other games to play. I will, however, play certain sections over and over and over until my eyes fall out of my head into a bloody pulp at my feet. The air boat sections of Half-Life 2 might be the most fun vehicular section ever stuck into a videogame; the Ravenholm level was inspired; using the antlion pods to disembowel Combine troopers in Nova Prospekt is incredibly satisfying -- you see where I'm going with this.

Whether these diverse and satisfying setpieces are worth the six, ten, twelve hours it takes to reach them in a normal playthrough is debatable. Thankfully, Valve has rendered the point moot, since they (rightfully) gave their customers a chance to access any part of the game they wanted. Ultimately, I'll spend more hours replaying certain levels, using Valve's handy-dandy level select options, than I would have playing the entire campaign a second time. According to my little equation earlier, that means that the X for Half-Life 2 is pretty big.

Valve's level select function shifts the focus of the game from an entire campaign to individual chunks. There's a lot to love about Half-Life 2 -- it's an example of brilliant pacing and first-person narrative -- but its greatest strength lies in its setpieces, and Valve wisely highlighted those with a simple level select option. 

Replayability leads to good design

Speaking on the importance of freedom, especially vis-à-vis replayability, it'd be impossible not to mention Capcom, arguable pioneers of letting gamers sculpt their own experiences. I could discuss Bionic Commando and Ghouls 'n Ghosts -- they're both fine examples of what I want to talk about -- but I'm more familiar with Mega Man, which features tons of brilliant design concepts in its own right.

With Mega Man, Capcom took the level select feature and built one of the most successful and iconic franchises in gaming history around it. As you all know, Mega Man allows the player to play any level they want at any time. Each boss of each level gives the Blue Bomber new and interesting powers that can be used in all subsequent levels.

Playing the game in a different order each time gives Mega Man enough replayability to make any marketing firm's mouth water -- a quick permutation shows that there are over 40,000 ways to play through a Mega Man campaign. Furthermore, replaying old levels with new abilities unlocks entirely different gameplay experiences, with hidden power-ups and areas only available with certain abilities from other stages. If I may speak personally, I think Mega Man X absolutely nailed this type of level design, and it's no surprise that it's my favorite of the series.

Keiji Inafune didn't rely on collection quests, or achievements, or unlockable content to extend Mega Man's shelf life -- he actually built replayability into the franchise, by nature of its design. Inafune gave us the incentive (brilliant level design) and the tools (level select option) to play Mega Man any number of ways, any number of times. That's certainly commendable, and I wish more developers would take a page out of his book.

Level select actually mitigates bad design 

Earlier, I was harping on uninspired and insipid pleas to get us to replay popular titles -- unlockable content, tedious achievements, collecting inane items. While these are lazy ways to go about it, I have to admit that there is something inherently satisfying about collecting all of something. That is, if the developers give us the opportunity to do it.

A robust level select option can actually cover up bad design choices. I'd much rather collect 40 Golden Pig Snouts or kill 100 Plutonian Hyper-Balrogs if I had the option of just playing through levels with the appropriate Snouts and Balrogs, instead of the entire 20-hour campaign. It seems like a relatively straightforward process, and I can't imagine why level select functionality isn't incorporated into more games -- it can only benefit the Ninja Gaidens and God of Wars of the gaming world.

Here's the bottom line: give me something fun to play and the tools to play it how and when I want, and you can bet I'll pump some hours into it. If not, I'll play through the campaign once and then move on. It's really as simple as that. 

[Editor's note: an important caveat --

While on the subject of level select options, it seems impossible that I avoid talking about Alone in the Dark. In fact, I tried to avoid it in a previous draft (since it doesn't necessarily fit into my model very well), but the good Reverend Anthony called me out on it. 

I should reiterate that the focus of this article is to point out why I feel that level select options supply better and more interesting replay value vis-à-vis other models. Alone in the Dark, however, (infamously) gives players the ability to skip any section of the game they want, even during the first playthrough. For better or worse, Alone takes level-select out of replayability and into its core design.

Critics of the system say that it disrupts any pacing the game might have and disconnects the player and the narrative. To a large degree, I agree with them. Videogames' first responsibility is to create cohesive and compelling experiences, and I don't think that Alone's level-select options work to that end.

Nevertheless, it is an interesting design choice and ambitious effort, and I certainly can't rule out the idea that a game can be simultaneously disjointed and cohesive. The idea is interesting in the abstract, and I'd love to see a game in which the overall themes and narrative can be structured in such a way that Alone's "chapter" system could be incorporated.]

Next page: More Half Life stories




The-Excel's Avatar
The-Excel at 08/05/2008 14:42
I think I have a good foundation for an article about Darius right here.
falinter's Avatar
falinter at 08/05/2008 14:43
So far Harmonix has probably got the largest X number out of me.

Guitar Hero / Amplitude / Rock Band

They have all sucked hours away from me and been the well worth their price many times over.
Dalamar23's Avatar
Dalamar23 at 08/05/2008 14:43
I was just thinking the other day about how I wish level select was built into every game I play. If only for showing off really cool levels or unique missions to friends and family, it would be a really well used feature.
Cyclone's Avatar
Cyclone at 08/05/2008 14:49
I agree a lot with you.
One of th games I replayed the most is Lost Planet and NOT because I wanted to collect all those coins ( it's a chore) or unlock achievements.
I just replayed certain levels with the biggest bosses and battles because those are the most entertaining parts of the games!
NihonTiger90's Avatar
NihonTiger90 at 08/05/2008 14:49
More games need a level select option to let you jump through different parts of the game. Mega Man has had it right all along, but I'll never know why nobody else bothered trying it out.
F Whipple's Avatar
F Whipple at 08/05/2008 14:49
Devil May Cry 3 did this very well IMO. Once you beat a level you could go back to it any time and play it on any difficulty you desired (i think...memory's a little hazy). It was great to be able to go back to old areas and bosses all powered up and kick the snot out of them.

Also I love killias' idea of being able to replay moments from rpgs. I would've loved to be able to go back and replay the battle of the Gardens in ff8, simply one of my favorite moments in a game.
Dexter345's Avatar
Dexter345 at 08/05/2008 14:50
You should write more stuff. This was a good read, if not a bit too wordy for me (vis-a-vis? Really?). I can pretty much agree with you, games without level select are games that I generally only play once, whereas shorter games or games with levels select get multiple play-throughs.
king3vbo's Avatar
king3vbo at 08/05/2008 15:05
That equation hit a googol with Oblivion
killsmooth's Avatar
killsmooth at 08/05/2008 15:11
You are just so god-damned well spoken; please write moar.
taterchimp's Avatar
taterchimp at 08/05/2008 15:11
@sour: x = 3. Maybe 4. Or you could have meant pi, which is quite irrational, and we dont know all the digits.

Nitpicking aside, level select has always been fun. Truth and Reconciliation in Halo was my favorite to play time and time again. However I don't think that just because a level select doesnt exist, doesn't mean a game isnt worth another run through. Im cooking up a musing of my own to explain why...
Dufresne's Avatar
Dufresne at 08/05/2008 15:12
"I'd much rather collect 40 Golden Pig Snouts or kill 100 Plutonian Hyper-Balrogs if I had the option of just playing through levels with the appropriate Snouts and Balrogs, instead of the entire 20-hour campaign."

This is probably why I don't have a problem with the collectable minikits and red bricks in the Lego Star Wars games. You can choose which level to play, they tell you how many of each item is left in each, and finding certain red bricks actually makes it easier to hunt down the rest.
sevendash's Avatar
sevendash at 08/05/2008 15:12
Mathematicians hate Pirates for that satisfaction equation.
Antlerbot's Avatar
Antlerbot at 08/05/2008 15:17
Diablo II. If I tried to compute that number I am pretty certain it would open a portal to the netherworld, from whence dark and foul creatures would spew like a plague upon our mortal realm, ending life as we know it.

Sort of like http://www.penny-arcade.com/comic/2006/04/10/
Blue Ryd3r's Avatar
Blue Ryd3r at 08/05/2008 15:18
I have lost count of how many times I've played through Resident Evil 4. The little side missions with Ada, the Mercenarys game. Leveling up every weapon. I can't get enough of it. I only hope that I'm playing RE5 for the next 4 years and beyond as well.
Capn Birdseye's Avatar
Capn Birdseye at 08/05/2008 15:21
I can't say I agree. Level select really doesn't add anything to the game for me. The main thing that gets me to replay a game is branching choices or storylines, and multiple endings.

I will replay GTA4 because of its branching choices, Fable because I can play it as an evil character, and Bioshock because I can kill all the little sisters instead of saving them.

Thats just my opinion though. I am glad that many good games already available have an existing mechanic that allows you guys to replay a game over again.
ninjikiran's Avatar
ninjikiran at 08/05/2008 15:21
I like being able to come back to levels after I complete them. Half-Life 2 did that well, so did devil may cry 4 imo. Only problem with DMC4 is that you needed to play through the story a few times to unlock the fun difficulties.
OrangeGoblin's Avatar
OrangeGoblin at 08/05/2008 16:08
Great musing, and so true. Often I'd love to replay a small section of a game, but the thought of slogging through the levels before it are more than enough to put me off.
Blackhat's Avatar
Blackhat at 08/05/2008 16:32
"The air boat sections of Half-Life 2 might be the most fun vehicular section ever stuck into a videogame."

Really? Wow, I found it one of the most boring and irritating gaming experiences of my life. In fact, my best friend looked up a level skip cheat just to get past it, he was so annoyed.

I do agree that there are problems with the way replayability is being given. I, for example, had absolutely no wish to replay COD4 after beating it. I don't care if there's an 'arcade mode,' the godawful respawn-enemies-til-you-walk-to-point-a design made it a chore to even do the first time, not to mention the infamous Sniper level.

Look at games like Deus Ex, Stalker, Chrono Trigger, Close Combat style strategy games, Rainbow Six (Raven Shield and back, not the new ones), etc. I still play them, because there is a massive amount of new things to find, do, explore, kill, whatever.

Longer does not equal more fun. More interaction for longer does.
Tristero's Avatar
Tristero at 08/05/2008 16:46
This article was a sweet miasma of excellent writing. Thanks for being awesome, old chap.
Necros's Avatar
Necros at 08/05/2008 16:51
You're right about the time/hours played, but in recent years, most excellent games have shrunk in play time. Sure, there is still Oblivion, but many recent monumental games, such as Resident Evil 4, Halo 3, or Gears of War are around an 8-10 hour playtime for many gamers. While I'm perfectly content with a shorter, more concise, and less tedious game, the problem is that many gamers complained that a game like Halo 3 was "short." This leads to more games like Oblivion. Still, I think the industry has improved from the late 90s, where RPGs were needlessly padded ad infinatum with fluffy sidequests and level grinding.

On the subject of achievements: when you replay a game, no one's forcing you to play it a certain way. Yes, there's an achievement for doing it in a certain way or on a certain difficulty, but how is that any different than the old days, where gamers would make up these challenges for themselves? Games like Super Mario Bros. and Super Metroid bred the concept of speedruns after gamers had replayed it the same way too many times. Besides, if a gamer finishes a game on a harder difficulty, shouldn't they be rewarded under the achievement system?

The one thing I don't like about difficulty achievements is games that disable the harder difficulties from the beginning, only allowing normal mode, which does force you to play a game multiple times if you want the harder difficulties. It's a hold-over from some older games where an additional difficulty would be the extent of the replay value and really needs to go away. For an example of a game that ignores that old trend, look at Halo 3: regardless of whether you enjoy it or not, you have to applaud the game for allowing four difficulties right off the bat, each with full co-op (online, even) and level select once the game is beaten.
Joseph Leray's Avatar
Joseph Leray at 08/05/2008 17:23
@Necros -- Obviously, no one's forcing me to do anything. But if a dev wants me to to replay his game, he should think of better incentive than Achievements or unlockable costumes.
Poopface Morty's Avatar
Poopface Morty at 08/05/2008 18:09
Ugh, I really should just start a C-Blog, because one of my posts was going to be this exact topic. I couldn't have written it better myself though. I agree entirely.
The White Light's Avatar
The White Light at 08/05/2008 20:04
An example of how not to implement a level select is Assassin's Creed. You can load up previous sections, but you have to listen to two long, unskippable conversations before you can do so, and you cannot save anything that you've loaded. It takes you a good chunk of time to get to an assassination, easily the most interesting parts of the game. Additionally, you only get one save, so you either have to start a new game on a separate profile, or delete your old save with the ability to travel back. I actually really liked the core game, but the post-game save really hurt the replayability for me. If they released a patch that let me skip to the assassinations, I would play that game again, and probably double my time spent in it.
Detry's Avatar
Detry at 08/05/2008 20:44
Good read man. Write MOAR.
The Unforgivable's Avatar
The Unforgivable at 08/05/2008 22:34
Good article.

Ninja Gaiden Black, in my opinion has high replay value, the missions. and the game itself because the each mode is different. the gap between Ninja Dog, Normal Mode, and the Hard Modes are different and has high replay value.
nikmonroe's Avatar
nikmonroe at 08/06/2008 04:05
Good article, I completely agree with your comments regarding Half Life 2, I could play 'We don't go to Revenholm' over and over and still find news ways to take out the zombies & headcrabs.
Neomotion's Avatar
Neomotion at 08/06/2008 05:58
Great read. Guess that's the same reason i love Mega Man so much. Stuck on one level? Try another, without feeling like you are lost. Get better at the game, then go back in and do the level you are stuck in again.

Assault Heroes on XBLA is also a good example. Beat the level, and have the option of coming back to it to up your score.
thefil's Avatar
thefil at 08/06/2008 07:23
Level select unfortunately isn't really a universal solution. In a game with character progression it would be a difficult topic topic to tackle. Would "level select" let you replay a section of the game with your current, no doubt overpowered character? Or would you be given a generic stage-appropriate generated character to progress with.

Neither solution is particularly appealing which suggest that level select doesn't work where character creation and progression is an important aspect of gameplay. Even in an FPS like Bioshock it might be difficult for a developer to decide how much of the weapon customization a level-selected character would have. And many open world games *really* would have trouble implementing a level-select of any sort.

Still, in most cases, I agree.
Kryptinite's Avatar
Kryptinite at 08/06/2008 07:44
Great write up!!!
PerilousApricot's Avatar
PerilousApricot at 08/06/2008 10:12
You forgot about the emerald weapon effect. Give the player a completely insurmountable boss/challenge, and let them collect trinkets to one day, maybe, beat them.

Nobody wants to play a tedious challenge for a worthless trinket (or achievement), but if you can collect the Knights of the Round materia at the end, it adds pleasure to the experience. (Hey, play through episode 2 carrying a gnome the whole time to get an achievement, you've just doubled the play time! Oh wait, you can't use the car, so you've MORE THAN DOUBLED your time! Yes)
xe-cute's Avatar
xe-cute at 08/06/2008 11:37
ELITE, the best game of all time where replayability does not even come in to it.... it just never ends.


How many other games never end?


Also even though it never ended it never got boring as you never knew what would happen on the next jump and system.
Grasshopper7's Avatar
Grasshopper7 at 08/06/2008 12:42
I totally agree. I'm trying a few achievements on Dead Rising right now, some are ok, but 7 days on Infinite Mode!! At a rate of 1 hour per 12 game hours thats 14 real hours of playtime! Someone tell me i've calculated that wrong for god's sake!
But I never minded the Jigsaw pieces from Banjo. That just seemed like more game to me even though you didn't technically need them for completion.

P.S. xe-cute just mentioned Elite. Dude, your now my personal hero. That game's as old as I am and I still play it!
Ronsauce's Avatar
Ronsauce at 08/06/2008 15:41
"The air boat sections of Half-Life 2 might be the most fun vehicular section ever stuck into a videogame"

I couldn't disagree more. Anything vehicle-related in Half-Life 2 was horrible; they are the reason why I didn't even consider for a nanosecond playing the game through again.
Batthink's Avatar
Batthink at 08/06/2008 16:30
Amen. I was thinking of Goldeneye the moment you were talking about level-select and stuff.
Superfluous Moniker's Avatar
Superfluous Moniker at 08/06/2008 17:41
I like the Devil May Cry 3/4 method of progression, where you can replay any level you've beaten with all your equipment for fun or profit (grind orbs/souls). I forget if you can do this in the original... I was upset when I first played Ninja Gaiden 2 and found it has no such feature (beyond beating the game and starting over with all your equipment, which really isn't the same thing).

The games that really really need this kind of option are the old school tough games, like Contra 4. I still have yet to beat the last stage because of the crushing difficulty and the fact that you have to play for 45 minutes for one/two cracks at the level.

Overall, level selects are up there with skippable cutscenes in the list of things that help make games worth replaying.
TheDreadHawk's Avatar
TheDreadHawk at 08/07/2008 13:45
I love level select and every thing said is true. :D

Btw, if you get a game for free, meaning zero dollars, that formula would have you dividing by zero! o:

Oh shi-...
protomark's Avatar
protomark at 08/07/2008 16:56
@Superfluous Moniker: I rather like the system Ikaruga and many other modern shooters implement, where you can practice a level at any time once you reach it in the main game. It's a more tangible reward for being decent at a skill-based game than score.

Speaking of which, whatever happened to score meters in action games? Score system + leaderboard = incentive to play over and over and over
roland9000's Avatar
roland9000 at 08/10/2008 15:02
Good article. i replayed alot DMC4 and lost planet just for fun. Ikaruga i played for about 35 hours until i beat it
[trying to do each level with no more than 5 lives].

games that you practice at home to play in arcades or online are very replayable,but im guessing you werent really talking bout those.

i was an acheivement whore while playing crackdown so finding all those orbs stressed me right out.

By the way my most replayed game is Super Mario world , whic i reckon could be the best game ever made.

@ protomark , your right leaderboards of some kind would help, chasing my friends scores on geometry wars 2 is my currant addiction.
MotoRobo's Avatar
MotoRobo at 08/10/2008 15:11
What's absent from these considerations is fun. When an experience's fun, like killing protoss w/zerg, people will want to be players again even though there's only permutations of the old.

AD's chapter-select doesn't make the game disjointed. It gives players the <i>option</i> to skip parts of the game. It doesn't require players do so. Anyone who wants to play a game w/such a feature from start to finish the first time can. This complaint is irrational like Yahtzee's that quick travel in Oblivion took away the epic feel. If he really preferred to wait longer getting somewhere he would have traveled on foot. Warm feelings for designs that allow players to decide less are stockholm syndrome.

Donkey Kong Coutry 3 was the last game I cared to keep playing for collection purposes.
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