High Score Tables as the Entire Metagame
11. High Score Tables as the Entire Metagame¶
Without save systems (or with very limited ones), replayability was engineered through score systems and comparison, not content volume. A score attack loop was often the whole "endgame."
Rule of thumb: If you don't have the budget for lots of content, you can manufacture replay value with a scoring system that rewards mastery (combos, time bonuses, risk/reward routing) rather than more levels.