Well...The idea/suggestion is to incorporate different gameplay elements which will maximize replayability. One example of an rpg that attempts to do this is Dragon Age Origins. People who like a game will think "I want to play this again and again."
Perhaps this can happen if there are many popular skill/ability combinations. The idea is not to have just one powerful spell, skill, or ability. Games can have many enjoyable, powerful spells, skills, and abilities and still be challenging. This feature alone could add more replayability.
Another feature could involve creating different personal relationships which create some type of attachment.
In Beyond Divinity, for example, it would have been interesting to be able to dialogue more with the Death Knight and create a more personal story with the character. This feature could then make way for several different ending sequences in the final stages of the game.
An established personal relationship with the Death Knight (Damian) in Beyond Divinity, for example, could have affected the ending of the game in many different ways. The personal relationship might have been unsatisfactory, needing improvement, average, good, very good, or even excellent. Each of these results could have then caused Beyond Divinity to have a unique ending and it would have also partially spurred replayability.
This kind of setup could have also had future ramifications for any Divinity games coming up which would feature Damian. The character defeating Damian in Beyond Divinity can show up again in future Divinity games and exert some significant effect on the storyline.
Replayability in a game could once again include a good number of starting conditions in different starting locations every time someone begins a new game. Something like this was done in Dragon Age Origins. I wish other rpg games would do something like this as well. Alpha Centauri, another popular strategy game, includes these in an attempt to create replayability: "a random 3D world generator, unlimited strategies, five paths to victory, six levels of difficulty." Many other popular strategy game have this type of setup as well.
All of the features above can be adapted and modified to future Divinity games whether they're rpg or strategic in nature.
P.S. In future Divinity games, include epic fights with different types of powerful Dragons on the ground. Perhaps melee, use some arrows, and/or maybe even throw some spells against a dragon or two.
Also include the option to fight as a dragon against powerful human fighters, mages, rangers, and other monstrosities in the Divinity Universe.
Last edited by Rocky; 28/09/12 11:46 AM.