Kai Dracon
Writing a dinosaur space opera symphony
I think the Bayonetta vs Vanquish example bears examination:
Vanquish, by itself, has enough value purely as a score attack shooter. You can play that game again and again for years and enjoy it just as you'd still play Gradius today. On that score, no problem.
Where I think a legitimate sense of disappointment came from was that Vanquish was *made* for content like Bayonetta showcased. It feels incomplete within a certain context. I think there are some games you can play and find perfectly fine in their core value but still feel they missed opportunities. That's Vanquish's real issue.
As for replayability again, I do think "lasting appeal" may be a better way to go about it. Agreed.
One could say that "Heavy Rain" may be a fantastic experience but has zero lasting appeal.
On the other hand, a Civilization game might be said to have literally infinite lasting appeal.
Framing it in that manner may give people a better idea of what to expect from a game, and also to gauge what they want out of it.
Vanquish, by itself, has enough value purely as a score attack shooter. You can play that game again and again for years and enjoy it just as you'd still play Gradius today. On that score, no problem.
Where I think a legitimate sense of disappointment came from was that Vanquish was *made* for content like Bayonetta showcased. It feels incomplete within a certain context. I think there are some games you can play and find perfectly fine in their core value but still feel they missed opportunities. That's Vanquish's real issue.
As for replayability again, I do think "lasting appeal" may be a better way to go about it. Agreed.
One could say that "Heavy Rain" may be a fantastic experience but has zero lasting appeal.
On the other hand, a Civilization game might be said to have literally infinite lasting appeal.
Framing it in that manner may give people a better idea of what to expect from a game, and also to gauge what they want out of it.