This explains so more and more games tend to the multiplayer mode, because of low re-play is generally not a multiplayer game.So if we want to increase replayability, only need to improve the interconnection rich, the ratio of the balance of a good system for static content, and that we also tangle? When the cost of producing static content skyrocketed, and the design of powerful dynamic system costs remain relatively fixed, this is particularly puzzled. But I think, to accept the obvious solution, there are two major obstacles.
First, we can foresee the production of static content to the cost of non-linear growth. More and more experience is richer, more advanced production methods to better manage the growing budget. Easy to run out of content-centric games of a weekend to earn hundreds of millions of dollars, although after being forgotten, but the timely introduction of the sequel, compared in order to produce a deep, interconnected system requires repeated experience failure, this development is more popular with rs4play game. When people do not quite understand the use of constantly rs4play to achieve a profit of a few years, this approach is especially the truth.
But the developers have to face up to the second obstacle: the static authorization information of content delivery tools and more powerful - and more and more attractive. After decades of calls for cultural association, we tend to see the licensing information, the easiest way to profit is passing through the static content, which is also a musician or writer chosen path. After all, no doubt, when 5,000,000 fans doubt you are not "artists" you something to do with the culture associated with the Improve the rate of re-play to the infinite problem is whether we are willing to and is able to recognize that legitimacy - to give up the cultural behavior of the production of something meaningful to the rs4play game. I think this is the highest value proposition is unprecedented.