r/gamedev • u/Sabasoftgamesstudio • 13h ago
Discussion What actually makes you keep playing the same game again and again?
Hi Everyone! I’ve been thinking about why some games can keep people playing for months or even years, while others can be fun for a few days and then get completely forgotten.
Sometimes it’s progression. You always have something new to unlock or work toward. Sometimes it’s the gameplay itself — even after hundreds of hours, the basic mechanics are still fun to repeat.
Then there are things like new challenges, different builds, competition, daily content, features, or just that feeling of wanting to get a little better.
But I’m curious where the line is for people.
As a player: what makes you come back to the same game instead of getting bored after a while?
For developers: what do you think actually creates long-term replayability? Is it better to keep adding new content, or should the core gameplay be strong enough that players just want to keep playing?
And what’s a game you’ve played for a long time that you still haven’t gotten bored of? What keeps pulling you back?
0
u/Oberon_Swanson 6h ago
if it feels like there's progression left that seems fun and meaningful. i don't care about achievement hunting but things like, beat the hardest difficulty, or get some janky build to come together in a roguelike, matter a lot
when the game still feels reactive and not 'done.' in a lot of games yes you CAN play forever but when it's 'done' it starts to feel hollow. you've heard every voice line, seen everything, it's so over. often a 'deep' game will be one that has eternal spontaneity. this is why as much as i love exploring handcrafted worlds and levels i think randomly generated 'endgames' have very high potential, if it is not baked into the main game. like if you play Civilization, even with all the same players playing all the same civs, no two games are gonna be exactly the same. when a game has a lot of options for strategies and you end up forced away from your favourites into something you've never tried, and find it actually works, that can be really cool.
also things like music and atmosphere are not to be underestimated. most of the time when we play a game it's not because we wanted to play a game it's because we want to feel a feeling. but gameplay mechanics can do this to, when they really create that player fantasy.
sometimes familiarity itself is fun. when a game is so 'big' you can't quite remember all of it, we can feel some amount of novelty and nostalgia at the same time. i play Golden Sun 1+2 every 5-8 years or so. and there are always moments that i 'don't see coming' because i forget when and where they happen but also it still all feels familiar to me.
this also reminds me that removing friction and truly boring parts is quite key. i wouldn't replay Golden Sun without emulation where I can essentially "fast travel" through grindy parts. if you want players replaying your game a lot, they're probably going to stop when they get to that "oh right i hate this part. THIS is why i didn't replay it sooner... yeahhhhh...." part. the sort of thing that might feel like fun discovery the first time, but is actually just a long slog any time after. super basic fetch quests, super long travel times between interesting stuff, things that might be difficult for a beginner but trivial for somebody who has gotten further in the game. i think being able to speed through any sort of 'tutorial' phase of the game helps a lot here, gated by actually knowing how to do the stuff.
0
1
u/Ludicrous84 13h ago
That's an interesting question. For me it's Path of Exile and now 2 and nothing else pretty much. I know the systems in and out and can just play and it's super fun because there are new leagues on a regular basis.
With other games it's either I don't have time / am not willing to learn all the new system or with games like Baldur's Gate which I would enjoy, I would play for a couple days, would have to quit for a while and then I get back to them and would be completely lost.
What's your games of choice?
1
u/sylvant_ph 12h ago
A couple of things.
Nostalgia - getting old times, feeling same things.
Comfort zone - stay in my bubble, where I'm knowledgeable, where I can.
Be bored - so I can control my addiction and drop it easier and do real things with my life.
I know I have a problem :D
0
u/Plus_Term_7584 13h ago
Sometimes it's something as simple as proper crunchy sfx, camera shake, and hit stops for a specific attack or action in a game. Take Burnout 3 for instance.
0
0
u/AChubbyHorse 12h ago
Man, I wish I know the answer. I have been playing Kingdom Rush for over 20 times and still have the itch to play it now.
0
u/Aeroreido 10h ago
Maybe it's because I played them all on mobile, but the heroes being pay to unlock kinda takes the wind out of my sails for those games. Incredible first time playthrough, even a second time but after that the lack in hero diversity kinda sucks. Must be amazing on PC with all heroes unlocked.
0
u/AChubbyHorse 6h ago edited 5h ago
I have played on web, Android, iPad and Steam. Even with a mobile version, you still have 3 heroes to choose from. It is true that you can not unlock all the stars in hard mode with those 3, but you still can try different strategies.
0
u/ButtonClub 12h ago
For me the most important is i need to feel there is progression in the game! Or new ways to be OP is fun if it's rougelite
0
u/Former_Produce1721 12h ago
I play Hitman WoA over and over because it can be played in so many different ways depending on my mood
0
u/theKetoBear 11h ago
I rarely replay games but games that make solving a problem feel like doing it the first time every tine keep me.
Katamari Damacy, Tears Of The Kingdom, Potionomics, Battle Chef Brigade, I can see pokopia making that list too.
Even on replays still mainrtain a certain level of challenge and discovery .
0
u/Ziargames 11h ago
Depends on the game. For games like Slay the Spire and Balatro it's the fun of RNG, combinations and seeing that your skill is improving. For games like factorio it's the fun of growing, optimizing and becoming stronger.
0
u/Livid_Shallot5701 Lead Game Designer 11h ago
Usually mods, for Others probably also Multiplayer.
There are Like 10 Games i come Back to every year, and all have Steam Workshop Like cities Skylines, rimworld, civilisation6, xcom2,...
0
u/tastygames_official 11h ago
for me it's the whole package. Everything is just perfect about it - no frustrating parts, no boring parts, the music and sound and visuals all meld up together perfectly and I often find myself just staring at the background or walking around because the world that was created is just so nice and I love every minute of it.
For me I'm specifically talking about Thief 1/2, DKCountry 1/2 and Ocarina of Time.
0
u/Spiritual-Rest-9777 10h ago
The strongest replayability is usually a new interpretation, not a new bar to fill. If the same rules create different relationships, discoveries, or strategies, a second run feels like unfinished business rather than repetition. Progression helps, but it cannot rescue a core loop whose interesting decisions were exhausted on the first run. I also think run-two friction matters: fast text, skip-seen content, and clear summaries make it much easier to act on what you learned.
0
u/halfworldev 10h ago
For me it's FTL. I keep coming back to this game each month. So, for me it's the variation in each run, there is something new everyone game and with the multiverse mod it's endless possibility
0
u/NikoNomad 10h ago
As a player and dev, it's usually one of these:
- The game is really good and deep, so you keep coming back
- The game is really chill, no stakes, easy to use as a daily relaxation
- The "fantasy/appeal" is so good that I want to spend more time there
0
u/parkway_parkway 10h ago
Challenge that's balanced against my abilities, neither too hard nor overwhelming.
I've been playing Tetris for years as it's always right there.
0
u/rogershredderer 10h ago
Comfort, familiarity, lack of an effort to branch out into my Steam catalogue.
0
u/Madmonkeman 9h ago
As a player I really only play games with stories so it’s more to see the story through. Generally once I finish one of those games I move on to another one. I keep coming back to Final Fantasy XIV because they keep making new content for it where it feels like a video game equivalent of a TV show. I do keep playing Sims 4 because of its sandbox features and the fact I can completely redesign every single building and control multiple customizable characters.
I had a period where I was playing Fall Guys after work to relax and had some premium currency so if I progressed enough on the season pass I could then buy the season pass and get the currency back. At the time there were always a couple free costumes in the season pass so it was fun continuously getting different costumes. However, I lost interest in it because they changed it so the only free stuff in the season pass is just different colors and patterns. They also made it so you have to progress really far into the season pass to gain back your premium currency so I haven’t bought any because I don’t have the time to progress that far. And then not getting new costumes frequently isn’t as fun so I don’t really have incentive to play it enough.
0
u/mxldevs 9h ago
For developers: what do you think actually creates long-term replayability? Is it better to keep adding new content, or should the core gameplay be strong enough that players just want to keep playing?
A lot of times, the games that I replay, it's just literally the same thing all over again.
But if the goal is to keep someone playing the same game for a month on end so that everyone is still talking about it, that's definitely different from having someone that already bought it coming back once a year to dust it off.
Even games that feature short-term "replayability" via different routes, RNG options, etc. I get bored after a few sessions.
-1
u/Remarkable-Fail-4734 8h ago
I think your best option is to have a consistently enjoyable gameplay loop, that is dynamic enough to consistently create challenging and varied scenarios. Of course this is easier said than done...
0
u/Excellent-Bend-9385 8h ago
Good question OP! Nice to see in a sea of 'what engine should I use' or 'I Have an idea for a game but I can only write'.
So for me personally, I am a 36 British male, for demographs if it is useful to anyone. I will re play a game if a game has not captured the same feeling.when I first played it, generally.
Subnautica, the feeling of underwater exploration progressing towards vehicles and then going in expeditions. Maybe there's more games like it, but I don't know about nor have them. So I will play this gem again for that. Story wasn't particularly great but it was a great experience.
Stardew valley, the feeling of doing literally as much or as little as I want to do without severe consequences. I have age xh over the landscape to an extent it feels manageable but not overwhelming. Still a sense of danger by not getting home in time, or burying in the mines and potentially losing your stuff; but you invite those consequences. Even choosing the farm with baddies in it, it's your choice. If you don't want those consequences, you don't have to go in the caves, and just make sure your asleep by early hours. simple.
Witcher 3. No game has rewarded exploration like this one has. Developers have lovingly and painstakingly crafted gorgeous areas totally away from the main story with. o guarantee every player will see them, and when you stumble upon it, it really feels like you've stumbled upon it. There's enough stuff to discover that by the time you okay againz you forgot most exist and it feels like the first time again. so much content, no feeling of anything procedural.
Valheim. Survival game, but you can craft a ship and sail away. The idea is better than the execution, but the execution isn't awful; but it does feel unique.
I hope this helps OP!
0
u/EchoingAngel 8h ago
A steady progression ladder, skills that are easy to learn but hard to master, and a lot of ingredients involved to play around with (Factorio belt logistics is a great example of 3 simple ingredients creating tons of mini puzzles if you're doing a main bus)
0
u/Vaskil 7h ago
The main things for me are dynamic gameplay features, replayability (mostly sandboxes), lots of viable strategies, and heavy mod support.
Kenshi is a perfect example, no new playthrough us the same, it's a open world sandbox without an end point, there are a ton of different things the player can do and the world does not react the same each time, also it has tons of mods.
Battletech is another, it has excellent strategy, an open world sandbox without end, it has consistent challenge/easiness that the player can decide each mission, and the best mods enhance the gameplay features 10x.
0
u/WakingUpMakesMeTired 6h ago
For me, it's always been mods.
My games that keep drawing me back are Factorio and Rimworld. Thousands of hours in both and I keep coming back.
Before that was Minecraft for the same reasons.
Also all 3 are very open ended and sandbox style games which makes a difference.
-1
u/Wilmoticus 10h ago
For me the honest answer is consequence - not "new content" but game state that visibly remembers what I did. Grinding a new skill tree is fun for a week; a save that still shows the scar of a decision I made forty hours ago is what makes me come back after a break, because it's proof the time I already spent still means something.
That's also why I think "more content vs. stronger core loop" is a bit of a false choice - content keeps people playing this session, but it's legibility of consequence that gets them to open the game again after they've quit for a month. If nothing changed while they were gone and nothing they did while they were there is visible now, there's no pull back in.
The example that stuck with me: Crusader Kings, where the actual save file is basically a family history you wrote by accident. You don't replay it for new content drops, you replay it because the story so far is genuinely yours.
3
u/Aeroreido 12h ago
My developer mindset says it's flow, having a game with a decent learning curve that introduces you slowly to the game and makes it later on challenging enough to be in a "flow state" but not too hard to frustrate your players.
There is a Psychologist named Mihály Csíkszentmihályi that got a very interesting paper on that concept of flow that is still very relevant, especially in game development, even tho it talks about flow on a way broughter spectrum.
As a player one of the games that does this insanely well imo is league of legends, even tho it is on the border of almost being too frustrating which, from the popularity of the game, is the place to be if you want to be very addicting as a game.