After playing a little too much of Crossy Road, I suddenly had a vision of how every little part of the game combines in to the greater whole. In particular, I will discuss how: a minimal amount of gameplay can yield a lot of replayability.
Game Design & Intentions
This is a quick recap on game design and intentions. Developers were focused to create a game that would reach as many people as possible. The goal was to keep it user-friendly and avoid: paywalls, pop-up ads and other money-hungry monetization techniques. The gameplay is never intrusive, in fact it is optional to watch a video-ad to earn some points. This decision enhances the game as it increases intrinsic motivation, giving player a choice. Personally, Crossy Road is a first game where I almost enjoyed watching an ad, because it is not forced and feels natural.
Identifying Game Goal
It it important to acknowledge that gameplay is based on 80's Frogger, which is familiar and accessible to most players. Most of the core-mechanics can be seen within first 5 minutes of play. However the game remains fresh because of the unlockable characters, which can offer slight variation on theme and sometimes gameplay. Hence long-term objective of the game is to discover all characters, to see all possible outcomes. Characters can be purchased from the app store, or alternatively they can be earned from the prize-machine. Earning an in-game characters feels super rewarding when there is a real price tag on it. In order to enter a prize draw player has to collect 100 points - simple and tangible.
Time-capping Game modes
First 10 minutes of the game are excessively rewarding. There are: free prizes, easy challenges - all contributing to unlocking several characters. However after that initial "rewarding- mode", the game slips into "grinding-mode", where collecting points becomes slow and tedious. The only fast way is to watch an ad, which earns about 20-30 points. Moreover, the ad prompt appears approximately every 5 minutes, making it practically desirable. After a while of grinding, player is likely to change attention and forget about the game. This is where push-notifications come in handy. Every 6 hours after opening your last gift, Crossy Road will remind you that -"your free gift is here". If player responds to that notification, the game will go back to "rewarding-mode", and later back to "grinding mode". On the other side, ignoring notification will result in suspending the gift until the next time. Effectively, game is rewarding after 6 hour interval. Which, conditions player to come back few times a day. What is interesting, when player comes back to the game for a present, player has to play the game, in order to get to the menu which allows you to retrieve your present.
Inconsistent Menu
After game over condition is met, menu pops up. In most cases it has 2 stages: part 1 - call-to-action, part 2 - standard menu(settings/share/reply/score). The second part is usually delayed by approximately 2 seconds. This matters because the game loop is short and players tap on "replay" all the time. When the first part appears, player is likely to press it simply because there is nothing else to press. So, there is a certain level of generated excitement/impatience which assists on responding to call-to-action. Not to mention, call-to-action is animated and presented in a much more eye-catching way than the standard menu.
(See bellow: Initial call to action, Standard menu, Combined menu)
Conclusion
Final catch. Crossy Road is highly replayable and game system seems to be fair, so what is stopping players from eventually completing it? Game developers took a good care of that. For example, after a while prize draw starts repeating, there are 130+ characters -some of them can be unlocked, some of them can be achieved by performing a certain task, and other can only be purchased. Crossy Road is a great example of a game that provides minimal gameplay for a lot of content and engagement.