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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Replayability</id>
		<title>Replayability - Revision history</title>
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		<updated>2026-05-06T07:56:59Z</updated>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26130&amp;oldid=prev</id>
		<title>Staffan Björk: /* Using the pattern */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26130&amp;oldid=prev"/>
				<updated>2018-03-13T17:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Using the pattern&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:54, 13 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: providing [[Further Player Improvement Potential]] so players can have the goal of trying to play better next time, letting the challenges players meet differ between game instances, allowing the challenges to be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: providing [[Further Player Improvement Potential]] so players can have the goal of trying to play better next time, letting the challenges players meet differ between game instances, allowing the challenges to be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered (that is, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;any type &lt;/del&gt;of [[Asymmetric Gameplay]] can be used to this effect). [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered (that is, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;most types &lt;/ins&gt;of [[Asymmetric Gameplay]] can be used to this effect). [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with a [[Selectable Set of Goals]] (and is another way through which [[Asymmetric Gameplay]] supports [[Replayability]]). While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with a [[Selectable Set of Goals]] (and is another way through which [[Asymmetric Gameplay]] supports [[Replayability]]). While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Narration Aspects ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Narration Aspects ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] in a game can depend on how many different types of endings there are to any present stories. This makes [[Predetermined Story Structures]] limit the [[Replayability]] to how many different outcomes they can produce, including just being able to produce one story. In contrasts, [[Open Destiny|Open Destinies]] regarding storylines (and not game states as discussed above) can allow [[Replayability]] from a narration perspective rather than from a game state perspective. While these [[Open Destiny|Open Destinies]] in many cases focus upon [[Player Characters]], [[NPCs]] run by [[Algorithmic Agents]] that have [[Goal-Driven Personal Development]] can also be the source of [[Replayability]] through having characters with [[Open Destiny|Open Destinies]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] in a game can depend on how many different types of endings there are to any present stories. This makes [[Predetermined Story Structures]] limit the [[Replayability]] to how many different outcomes they can produce, including just being able to produce one story. In contrasts, [[Open Destiny|Open Destinies]] regarding storylines (and not game states as discussed above) can allow [[Replayability]] from a narration perspective rather than from a game state perspective. While these [[Open Destiny|Open Destinies]] in many cases focus upon [[Player Characters]], [[NPCs]] run by [[Algorithmic Agents]] that have [[Goal-Driven Personal Development]] can also be the source of [[Replayability]] through having characters with [[Open Destiny|Open Destinies]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26124&amp;oldid=prev</id>
		<title>Staffan Björk at 17:44, 13 March 2018</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26124&amp;oldid=prev"/>
				<updated>2018-03-13T17:44:07Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:44, 13 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: providing [[Further Player Improvement Potential]] so players can have the goal of trying to play better next time, letting the challenges players meet differ between game instances, allowing the challenges to be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: providing [[Further Player Improvement Potential]] so players can have the goal of trying to play better next time, letting the challenges players meet differ between game instances, allowing the challenges to be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(that is, any type of [[Asymmetric Gameplay]] can be used to this effect)&lt;/ins&gt;. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with a [[Selectable Set of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with a [[Selectable Set of Goals]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(and is another way through which [[Asymmetric Gameplay]] supports [[Replayability]])&lt;/ins&gt;. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Gameplay Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Gameplay Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Gameplay Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Gameplay Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Gameplay Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Gameplay Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l53&quot; &gt;Line 53:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 53:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Abilities]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Asymmetric Gameplay]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Starting Conditions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Starting Conditions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26010&amp;oldid=prev</id>
		<title>Staffan Björk: /* Potentially Conflicting With */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=26010&amp;oldid=prev"/>
				<updated>2018-02-16T11:08:00Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Potentially Conflicting With&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 11:08, 16 February 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l108&quot; &gt;Line 108:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 108:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tension&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Unknown Goals&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Algorithmic Agents]] without [[Open Destiny]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Algorithmic Agents]] without [[Open Destiny]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=25757&amp;oldid=prev</id>
		<title>Staffan Björk at 16:03, 3 October 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=25757&amp;oldid=prev"/>
				<updated>2016-10-03T16:03:20Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:03, 3 October 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with [[Selectable &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sets &lt;/del&gt;of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/ins&gt;[[Selectable &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Set &lt;/ins&gt;of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Gameplay Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Gameplay Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Gameplay Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Gameplay Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Gameplay Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Gameplay Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]] can explicitly encouraged [[Replayability]] already present through other patterns, for example to make players make use of different [[Abilities]] or choosing different goals from [[Selectable Set of Goals]] (especially if they are [[Excluding Goals]]); [[Testing Achievements]] are in particular worth mentioning here since they can encourage players to first test different ways of playing before committing to them. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]] can explicitly encouraged [[Replayability]] already present through other patterns, for example to make players make use of different [[Abilities]] or choosing different goals from &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/ins&gt;[[Selectable Set of Goals]] (especially if they are [[Excluding Goals]]); [[Testing Achievements]] are in particular worth mentioning here since they can encourage players to first test different ways of playing before committing to them. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] and those with [[Permadeath]] do not in themselves provide [[Replayability]] but they are often designed to function as such (e.g. through having [[High Score Lists]]), so this type of game may be considered if [[Replayability]] is a high level design goal.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] and those with [[Permadeath]] do not in themselves provide [[Replayability]] but they are often designed to function as such (e.g. through having [[High Score Lists]]), so this type of game may be considered if [[Replayability]] is a high level design goal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l74&quot; &gt;Line 74:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 74:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Save-Load Cycles]],&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Save-Load Cycles]],&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Scores]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Scores]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Selectable &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sets &lt;/del&gt;of Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Selectable &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Set &lt;/ins&gt;of Goals]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Sidequests]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Sidequests]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Speedruns]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Speedruns]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l82&quot; &gt;Line 82:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 82:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Excluding Goals]] together with [[Selectable &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sets &lt;/del&gt;of Goals]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Excluding Goals]] together with [[Selectable &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Set &lt;/ins&gt;of Goals]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ephemeral Goals]], [[Levels]], or [[Quests]] together with [[Randomness]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ephemeral Goals]], [[Levels]], or [[Quests]] together with [[Randomness]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=24116&amp;oldid=prev</id>
		<title>Staffan Björk at 14:12, 26 October 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=24116&amp;oldid=prev"/>
				<updated>2015-10-26T14:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 14:12, 26 October 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l30&quot; &gt;Line 30:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 30:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that are challenging or provide experiences based upon the lack of knowledge of players, i.e. [[Imperfect Information]], are difficult to combine with [[Replayability]] if the information is not changed between the game instances. [[Quizzes]] is an archetypical examples of this. The problem is is due to the [[Trans-Game Information]] players acquire when [[Memorizing]] of what happens in the game which can be used in later game instances. This information can affect [[Replayability]] in many ways: [[Surprises]] in [[Predetermined Story Structures]] will no longer be [[Surprises]], [[Tension]] will be less effective when players experience the same situations again, [[Puzzle Solving]] will become trivial if it is not changed between game instances, [[Unknown Goals]] will be known in later game instances, and [[Game World Exploration]] will be pointless since the environment is already known to the players. An exception to this is [[Conceal]] goals in [[Multiplayer Games]], as the challenges in these are to find new hiding places.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that are challenging or provide experiences based upon the lack of knowledge of players, i.e. [[Imperfect Information]], are difficult to combine with [[Replayability]] if the information is not changed between the game instances. [[Quizzes]] is an archetypical examples of this. The problem is is due to the [[Trans-Game Information]] players acquire when [[Memorizing]] of what happens in the game which can be used in later game instances. This information can affect [[Replayability]] in many ways: [[Surprises]] in [[Predetermined Story Structures]] will no longer be [[Surprises]], [[Tension]] will be less effective when players experience the same situations again, [[Puzzle Solving]] will become trivial if it is not changed between game instances, [[Unknown Goals]] will be known in later game instances, and [[Game World Exploration]] will be pointless since the environment is already known to the players. An exception to this is [[Conceal]] goals in [[Multiplayer Games]], as the challenges in these are to find new hiding places.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Narration Aspects ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Replayability]] in a game can depend on how many different types of endings there are to any present stories. This makes [[Predetermined Story Structures]] limit the [[Replayability]] to how many different outcomes they can produce, including just being able to produce one story. In contrasts, [[Open Destiny|Open Destinies]] regarding storylines (and not game states as discussed above) can allow [[Replayability]] from a narration perspective rather than from a game state perspective. While these [[Open Destiny|Open Destinies]] in many cases focus upon [[Player Characters]], [[NPCs]] run by [[Algorithmic Agents]] that have [[Goal-Driven Personal Development]] can also be the source of [[Replayability]] through having characters with [[Open Destiny|Open Destinies]]. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l86&quot; &gt;Line 86:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 89:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] together with [[Player Constructed Worlds]] or [[Randomness]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] together with [[Player Constructed Worlds]] or [[Randomness]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Goal-Driven Personal Development]] together with [[Algorithmic Agents]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]] together with [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]] together with [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=23222&amp;oldid=prev</id>
		<title>Staffan Björk at 07:50, 8 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=23222&amp;oldid=prev"/>
				<updated>2015-08-08T07:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:50, 8 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot; &gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with [[Selectable Sets of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with [[Selectable Sets of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of sub-challenges to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game &lt;/del&gt;Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game &lt;/del&gt;Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game &lt;/del&gt;Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay &lt;/ins&gt;Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay &lt;/ins&gt;Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay &lt;/ins&gt;Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]] can explicitly encouraged [[Replayability]] already present through other patterns, for example to make players make use of different [[Abilities]] or choosing different goals from [[Selectable Set of Goals]] (especially if they are [[Excluding Goals]]); [[Testing Achievements]] are in particular worth mentioning here since they can encourage players to first test different ways of playing before committing to them. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Achievements]] can explicitly encouraged [[Replayability]] already present through other patterns, for example to make players make use of different [[Abilities]] or choosing different goals from [[Selectable Set of Goals]] (especially if they are [[Excluding Goals]]); [[Testing Achievements]] are in particular worth mentioning here since they can encourage players to first test different ways of playing before committing to them. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l56&quot; &gt;Line 56:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 56:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Freedom of Choice]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Freedom of Choice]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Further Player Improvement Potential]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Further Player Improvement Potential]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Game &lt;/del&gt;Mastery]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Gameplay &lt;/ins&gt;Mastery]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[High Score Lists]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[High Score Lists]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Internal Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Internal Conflicts]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=22872&amp;oldid=prev</id>
		<title>Staffan Björk at 19:02, 3 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=22872&amp;oldid=prev"/>
				<updated>2015-08-03T19:02:35Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 19:02, 3 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: letting the challenges players &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;met &lt;/del&gt;differ between game instances, allowing the challenges be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;providing [[Further Player Improvement Potential]] so players can have the goal of trying to play better next time, &lt;/ins&gt;letting the challenges players &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;meet &lt;/ins&gt;differ between game instances, allowing the challenges &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to &lt;/ins&gt;be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversibility]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with [[Selectable Sets of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;subchallenges &lt;/del&gt;to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While varying the challenges in the ways mentioned above given [[Varied Gameplay]], this can also be achieved through letting players have different ways of trying to meet the challenges. [[Asymmetric Abilities]] - and especially those providing [[Orthogonal Differentiation]] between game entities - are an easy way to support this but letting players complete the game or parts of the game in different ways can be done through providing them with [[Selectable Sets of Goals]]. While this is typically done by providing players with different sets of actions but which are performed in the same medium, [[Player-Avatar Proximity]] shows how [[Replayability]] can be achieved through offering players the opportunity through physical enacting gameplay actions or doing so through avatars. [[Optional Goals]] and [[Sidequests]] can provide some varieties as well since players can try to try and complete different set of them, or all or none of them, compared to earlier game instances. [[Easter Eggs]] can offer the same type of options for players, as long as they are aware of them (e.g. through linking [[Achievements]] to them). [[Functional Roles]] in [[Multiplayer Games]] lets players try to solve different types of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sub-challenges &lt;/ins&gt;to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Game Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Game Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Game Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] is often acquired through [[Meta Games]] by supporting players with [[Trans-Game Information]] to measure their level of successes with previous game instances, which can be their own or other players. For games that require player skill, [[Replayability]] becomes automatic as players strive to achieve, test, and show [[Game Mastery]]. Similarly, games where players can make use of [[Strategic Knowledge]] have a certain level of [[Replayability]], as players can develop this knowledge between game sessions to improve their gameplay (this assumes the co-presences of either [[Exaggerated Perception of Influence]] or [[Further Player Improvement Potential]] since perfect [[Strategic Knowledge]] makes replaying a game pointless). While this can make players engage in [[Strategic Planning]], the level with which [[Strategic Planning]] can be done before games can also modulate the [[Replayability]]. [[Scores]] and [[High Score Lists]] can be used as a measure of [[Game Mastery]] in both [[Single-Player Games|Single-Player]] and [[Multiplayer Games]], and allow the players to have a measure of their [[Game Mastery]]. [[Speedruns]], formalized to be measured by the game system (as [[Portal|Portal's]] or [[Cogs]] time challenges do) or improvised by players, can perform the same function. [[Tournaments]], with the exception of [[Polyathlons]], also allow for a similar type of [[Replayability]] as a game is typically played several times to create the outcome of the [[Tournaments]]. [[Near Miss Indicators]] can show players how close they were to succeeding, encouraging them to try again and possibility also increasing their chances of succeeding by the information the provide.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l55&quot; &gt;Line 55:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 55:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Easter Eggs]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Easter Eggs]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Freedom of Choice]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Freedom of Choice]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Further Player Improvement Potential]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Mastery]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Mastery]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[High Score Lists]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[High Score Lists]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=22177&amp;oldid=prev</id>
		<title>Staffan Björk at 08:01, 27 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=22177&amp;oldid=prev"/>
				<updated>2015-07-27T08:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:01, 27 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: letting the challenges players met differ between game instances, allowing the challenges be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Reversability&lt;/del&gt;]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how [[Replayability]] can be achieved exist: letting the challenges players met differ between game instances, allowing the challenges be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Reversibility&lt;/ins&gt;]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses&amp;#160; of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses&amp;#160; of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l67&quot; &gt;Line 67:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 67:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Randomness]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Randomness]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Reconfigurable Game Worlds]],&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Reconfigurable Game Worlds]],&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Reversability&lt;/del&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Reversibility&lt;/ins&gt;]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Save-Load Cycles]],&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Save-Load Cycles]],&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Scores]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Scores]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=21506&amp;oldid=prev</id>
		<title>Staffan Björk at 15:46, 10 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=21506&amp;oldid=prev"/>
				<updated>2015-07-10T15:46:59Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:46, 10 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot; &gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] and those with [[Permadeath]] do not in themselves provide [[Replayability]] but they are often designed to function as such (e.g. through having [[High Score Lists]]), so this type of game may be considered if [[Replayability]] is a high level design goal.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] and those with [[Permadeath]] do not in themselves provide [[Replayability]] but they are often designed to function as such (e.g. through having [[High Score Lists]]), so this type of game may be considered if [[Replayability]] is a high level design goal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that are challenging or provide experiences based upon the lack of knowledge of players, i.e. [[Imperfect Information]], are difficult to combine with [[Replayability]] if the information is not changed between the game instances. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This &lt;/del&gt;is due to the [[Trans-Game Information]] players acquire when [[Memorizing]] of what happens in the game which can be used in later game instances. This information can affect [[Replayability]] in many ways: [[Surprises]] in [[Predetermined Story Structures]] will no longer be [[Surprises]], [[Tension]] will be less effective when players experience the same situations again, [[Puzzle Solving]] will become trivial if it is not changed between game instances, [[Unknown Goals]] will be known in later game instances, and [[Game World Exploration]] will be pointless since the environment is already known to the players. An exception to this is [[Conceal]] goals in [[Multiplayer Games]], as the challenges in these are to find new hiding places.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that are challenging or provide experiences based upon the lack of knowledge of players, i.e. [[Imperfect Information]], are difficult to combine with [[Replayability]] if the information is not changed between the game instances. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Quizzes]] is an archetypical examples of this. The problem is &lt;/ins&gt;is due to the [[Trans-Game Information]] players acquire when [[Memorizing]] of what happens in the game which can be used in later game instances. This information can affect [[Replayability]] in many ways: [[Surprises]] in [[Predetermined Story Structures]] will no longer be [[Surprises]], [[Tension]] will be less effective when players experience the same situations again, [[Puzzle Solving]] will become trivial if it is not changed between game instances, [[Unknown Goals]] will be known in later game instances, and [[Game World Exploration]] will be pointless since the environment is already known to the players. An exception to this is [[Conceal]] goals in [[Multiplayer Games]], as the challenges in these are to find new hiding places.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Consequences ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l99&quot; &gt;Line 99:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 99:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Puzzle Solving]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Puzzle Solving]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Predetermined Story Structures]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Quizzes]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=20404&amp;oldid=prev</id>
		<title>Staffan Björk at 08:48, 15 January 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Replayability&amp;diff=20404&amp;oldid=prev"/>
				<updated>2015-01-15T08:48:32Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:48, 15 January 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Using the pattern ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Replayability]] can be achieved &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in several different ways&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;by &lt;/del&gt;letting the challenges players met differ between game instances, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;by &lt;/del&gt;allowing the challenges be solved in several different ways, or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;by &lt;/del&gt;letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversability]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;An [[Uncertainty of Outcome]] is a basic prerequisite for [[Replayability]] but some general approaches to how &lt;/ins&gt;[[Replayability]] can be achieved &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;exist&lt;/ins&gt;: letting the challenges players met differ between game instances, allowing the challenges be solved in several different ways, or letting players compare results between different game instance through [[Trans-Game Information]]. Besides these strategies, [[Save-Load Cycles]] and [[Reversability]] provide local [[Replayability]] within games and&amp;#160; allow players to do [[Experimenting]], but they have little effect, or negative effect, on [[Replayability]] of the game as a whole.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses&amp;#160; of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games that provide a huge potential game state space seldom offer players exactly the same challenges and thereby provide one form of [[Replayability]]. Another is to use [[Randomness]]. All but the most trivial uses&amp;#160; of [[Randomness]] make gameplay challenges different, but this can become more explicit when it is used to create different [[Ephemeral Goals]], [[Quests]], [[Levels]], or [[Game Worlds]] for every game instance (as for example is done in [[NetHack]] and [[Minecraft]]). A slightly more limited version is to use [[Asymmetric Starting Conditions]] or [[Asymmetric Goals]] (as for example [[Memoir '44]] or team versus team matches in the [[Left 4 Dead series]]), but this can be use together with other solutions to multiply the variety of challenged encountered. [[Open Destiny|Open Destinies]] guarantee that different end states can exist, but how much this creates [[Replayability]] depend heavily on how early these start diverting and how much they influence gameplay; [[Internal Conflicts]] and [[Freedom of Choice]] work similarly but guarantee the presence of choices rather than end states. [[Dedicated Game Facilitators]] that are aware of players who have played the game before can change the setup of the particular game instances to provide new challenges. This can for example be achieved through [[Reconfigurable Game Worlds]] (quite often through [[Tile-Laying]]); although games with [[Player Constructed Worlds]] can allow the players to reconfigure their [[Game Worlds]] without the presence of [[Dedicated Game Facilitators]] ([[Settlers of Catan]] provides an example of this). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l75&quot; &gt;Line 75:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 75:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Testing Achievements]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Testing Achievements]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tournaments]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tournaments]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Uncertainty of Outcome]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Unwinnable Games]] &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	</feed>