shegomango
Newbie
- Jun 7, 2023
- 45
- 108

Foreword:
Welcome to my inland empire, it’s quite a mess here but a rather beautiful one. This post is more of a diary and gallery of ideas, thoughts and plans of games I wish to create and working on.
Feel free to peruse and lend me a dm on F95 if you have a similar wish to bring my ideas to life or to just chat really, both are fine with me. I do not have an outside channel to communicate atm and would open one for you if u wish.

Endless Roads vs Endless Laps: Creating Replay Value
The idea of creating limitations to make certain spectacle endless was always been an idea but to put it more in a practical context arrived me to the idea of creating infinite laps and the stages of creating endless replay value and getting out of the endless development and issues of games never “ending” truly and being abandoned.
For this a great example could be rogue like games that have these values in their essence as these games have a clear beginning and end but the both sides connected to one another, creating a perfect loop like the cycle of life.
One great example is the latest game of the Hades installment, Hades 2. It expands upon the endless play and die cycle by adding a second upwards lap; another race pit to course on and creating more indivial laps for the player to complete. The game gradually adds more things into the existing cycle and keeps the player engaged where grind and replay value forms a great symbiosis.
- Stage One, The Endless Road: This is where most adult games stuck in and have troubles as there is no clear end and beginning to the game and the game being WIP for the most part and added content never satisfy the game itself like and endless black hole as it is never enough.
- Stage Two, Putting An End: The cycle truly takes shape when a clear end is set or a conclusion for the road, a final goal or finish of the road. This makes the whole picture more clear and help organizing what would be in the middle, chapters and how content will spread out.
- Stage Three, Forming The Cycle: With the beginning and end set, what needs to be done is to connect both sides in a meaningful and interesting way, one important thing here is to not make this part mundane and boring. Players should be rewarded after each lap completion with new content or context that satisfies the player, through progress and expanding the cycle, making it interesting for another try.

Another great example would be the Resident Evil games as they contain challenges, bonus content and unlocks that keeps the cycle and replay value. Vampire Survivors, Brotato, Risk Of Rain and similar arena rogue like battlers with stages are also good examples. Elden Ring, Yakuza and souls like games also contain new game+ and replay value content respectively, not mentioning DLC and content added later on.

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