Replay value (or, colloquially, replayability) is the potential of a video game or other media products for continued play value after its first completion. Factors that can influence perceived replay value include the game's extra characters, secrets and alternate endings. The replay value of a game may also be based entirely on the individual's tastes. A player might enjoy repeating a game because of the music, graphics, gameplay or because of product loyalty. Dynamic environments, challenging AI, a wide variety of ways to accomplish tasks, and a rich array of assets could result in a high replay value. A game with a linear plot will typically have a lower replay value due to the limited choices a character can make. Games that offer more choices in regard to what the player can do, such as strategy games, roguelikes or construction and management sims, tend to have higher replay value since the player might be able to make each play through different. As a non-video game example, consider the difference between a "traditional" book and a choose-your-own-adventure book. For a traditional book the reader will read it from start to finish, and should they choose to re-read it the plot would remain constant, thus offering the same experience the second time around. The plot of a choose-your-own-adventure book, on the other hand, is more varied and different events would occur, some that the reader might not have seen the last time they read it, prompting the reader to read through the book again even if they have done so just moments before. In the case of role-playing video games (RPGs), plots can be linear or non-linear. The plots of older RPGs tended to show little to no plot changes with each play through. A good example of an RPG with a non-linear plot is Mass Effect and its sequel, Mass Effect 2. Role playing games released in later years allow for more freedom. For instance, choosing to be ruthless instead of lenient might prevent certain events from taking place (or even cause new ones to occur).