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Creativity in Game Sequels

The New York Times (reg. required) has a look at two sequels that manage to recapture some creativity from the original games. Resident Evil 4 and Mercenaries aren't just knock off money makers, a refreshing note in a rehash heavy industry. From the article: "Capcom's invigorating leap into 2005 includes tossing out what had been the basic premise of the series, which centered around a manmade virus that destroyed Raccoon City."

63 comments

  1. also by pluke · · Score: 5, Insightful

    see nintendo games over the last 20 years. Pumping out sequel after sequel but never resting on their laurels. It is not sequels that characterise stagnation in the industry, but tarting up old games, you hear me EA?

    --
    "all through my house i set up traps, it seems like the rats have a map, so now i feed the rats crack" - Donald D
    1. Re:also by miTcixelsyD · · Score: 1

      Quite possibly the worst example of this is sports games (Madden, The NHL/NBA/MLB YEAR line, etc.). Same game year in and year out (mostly) with major revisions/revamps happening only every few releases.

    2. Re:also by UWC · · Score: 4, Interesting
      Though I'm a Nintendo fan, and the Gamecube was the first console of this generation that I owned, I was about to mention that I reluctantly disagreed with your assertion there.

      Until I realized that for the most part, it may be that there just aren't many core game types out there, and true innovation in gameplay is rare. What Nintendo manages to do is hold on to those core game types, making some changes and additions, and still keep them engaging and fun and at the same time technologically competitive with the games that get by on newness alone. And if you have a context (franchise, etc.) in which a particular game type works, there's not necessarily a reason to abandon it. The reuse of franchises allows them to refine the gameplay experience instead of having to worry about both creating a new brand and delivering good game mechanics.

      Granted, there are new and original games out there. Pikmin, for example, managed to make RTS-style gameplay playable on a console. And the gaming snobs' favorite this year, Katamari Damacy, is indeed unique and delivers both a world and gameplay experience unlike any other game.

    3. Re:also by Zenikase · · Score: 0

      The only innovation that has come out of Nintendo this generation has been Pikmin and Animal Crossing.

      You can count Metroid Prime but all it really did was pull off an immersive first-person experience in a Metroid setting with a control scheme that didn't make you want to throw the controller across the room.

    4. Re:also by snuf23 · · Score: 2, Insightful
      "And if you have a context (franchise, etc.) in which a particular game type works, there's not necessarily a reason to abandon it."


      True. But if you never create new worlds and characters, you will never come up with a new Zelda or Mario. Pokemon almost single handedly rejuvenated the Gameboy market, not so much because the RPG was totally revolutionary, but because the new characters struck a chord with the players.
      In the case of products such as Star Fox adventures, wouldn't it have been better to introduce new characters as Dinosaur Planet? Did putting Fox into a game non-characteristic of previous Star Fox games help either the game or the Star Fox brand? Especially seeing as there was no space ship flying Star Fox game out on the GameCube?

      --
      Sometimes my arms bend back.
    5. Re:also by UWC · · Score: 1

      Totally agreed. I guess I was just saying that sequels don't necessarily mean stagnation, even if the properties are as old as the Nintendo staples.

    6. Re:also by snuf23 · · Score: 1

      I agree with that too. I like seeing Mario and the gang in games. I just feel sometimes that Nintendo needs to strike a better balance between "upgrading" their existing franchises and introducing new characters and play styles. We need more Pikmin and maybe a little less Mario Tennis.

      --
      Sometimes my arms bend back.
  2. Sequels are *ALWAYS* less creative. No exceptions. by Anonymous Coward · · Score: 1, Interesting

    Simply because they have to be related somehow to the previous version, so by definition they cannot be as innovative and original as the first version in the first place, which--aux de counturiarie--had to be different from anything else that came before. Ergho, if anyone says that the sequel is more crea-/innova-tive than one is lieing, simple as that.

  3. Does simply the name define the sequel? by SansTinfoilHat · · Score: 3, Informative

    Enemies that drop ammo and stores is not something that I would normally equate to a Resident Evil game. If they dropped Raccoon City AND they dropped most of the old play mechanics, what exactly is 'Resident Evil' to RE4 but the name?

    BTW, Mercenaries is not a sequel, so I don't even know why it is being discussed unless the thread really isn't about sequels and rather about interesting shifts in gameplay.

    1. Re:Does simply the name define the sequel? by Alkaiser · · Score: 1

      Yeah...what exactly was Mercs a sequel to?

      --
      Netjak.com independent reviews of domestic & import video ga
    2. Re:Does simply the name define the sequel? by Ra5pu7in · · Score: 1

      They might be referring to Mech Warrior 4: Mercenaries, but I don't know because I won't register to read NYT articles.

      --
      I was taking one day at a time, but then several days got together and ambushed me. (from a Rhymes with Orange comic)
    3. Re:Does simply the name define the sequel? by ZiZ · · Score: 1
      If they dropped Raccoon City AND they dropped most of the old play mechanics, what exactly is 'Resident Evil' to RE4 but the name?

      An aggrivating control scheme which requires you to drive your character like an RC car.

      --
      This flies in the face of science.
    4. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 0

      Well, Mercs is the sequel to Commando .

      As for Mercenaries, I have no idea.

    5. Re:Does simply the name define the sequel? by edwdig · · Score: 1

      An aggrivating control scheme which requires you to drive your character like an RC car.

      To me, that's what defines Resident Evil. I have the RE Remake, but I've never gotten very far into it before giving up due to the frustratingness of the controls.

      That said, I've heard that RE4 changes the control scheme. No idea how much better it is though. Anyone with the game want to comment?

      I'd love to see a Resident Evil game built off the Eternal Darkness engine. Eternal Darkness had a very RE like interface, but with excellent control and camera management. Unfortunately Eternal Darkness ended up being more of an interactive movie than a game.

    6. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 1, Interesting

      I emailed the daddypants@slashdot.org address before this story went live and informed them of exactly that point regarding Mercenaries. Looks like, as per usual, the Slashdot team treats its readers like a burden.

    7. Re:Does simply the name define the sequel? by Knara · · Score: 1
      Unlikely, since "Mercenaries" was just released.

      Coincidentally, a new Mechwarrior was just released, so maybe in a short-circuited way, you're right!

    8. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 0

      They might be referring to Mech Warrior 4: Mercenaries, but I don't know because I won't register to read NYT articles.

      And you have some kind of ethical objection to clicking on links like the one in the fucking summary that bypass the registration system completely?

    9. Re:Does simply the name define the sequel? by Loadmaster · · Score: 1

      MS just released Mechwarrior: Lone Wolf. I'm sure the article is talking about Mercenaries from Pandemic Studios and Lucas Arts. It is an awesome game. Some consider it a copy of GTA, and in a way it is, but I like it a lot more than GTA.

      Swi

    10. Re:Does simply the name define the sequel? by Knara · · Score: 1

      Or was that Mechassault. Eh, same difference.

    11. Re:Does simply the name define the sequel? by Quobobo · · Score: 1

      First, I'd like to tell off the people who have problems with RE's controls. They're not as difficult as everyone claims, and they're likely the best available with the cinematic camera angles used in the games (until RE 4).

      Anyway, I have RE4, and the controls are fantastic. They're pretty similar to the old ones, but much more action-oriented and faster to use. The aiming in particular is very natural, and all the times I've died, I've never felt it was the fault of the controls/camera. One of my only complaints is that the game somewhat abandons a decent story and horror for the new focus on action. However, the new combat system is so fun that it barely matters. :)

    12. Re:Does simply the name define the sequel? by h0mer · · Score: 1

      Mercenaries does run on the same engine as a previous Lucasarts game, Armed & Dangerous. Pretty funny too.

      --


      I'm on top of my game like I'm standin' on Xbox.
    13. Re:Does simply the name define the sequel? by binaryfinery · · Score: 1
      You know you can use the agent switcher extension (assuming you're using FFox), set to googlebot to avoid all the registration stuff.

      In the string add:

      Googlebot/1.0 (googlebot@googlebot.com http://googlebot.com/)

      --
      "Synergies are basically awesome, and they're even better when you leverage them." Tycho, PA 14/2/7
    14. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 0

      Let me tell you this: I HATED the control scheme for all previous Resident Evil games. I hated the controls so much that they, alone, were enough to turn me off of the series completely.

      So it brings me great pleasure to share the news with you that I own Resident Evil 4, and its controls are actually good! YAY! There's no more re-orienting yourself every time you walk into a new room. So if the control issues are what have scared you away from previous RE games, don't worry. They finally fixed them!

      BTW, RE4 is definitely a top contender for Game of the Year.

    15. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 0

      The storylines are connected, and Leon (the protagonist) was introduced in Resident Evil 2.

    16. Re:Does simply the name define the sequel? by Anonymous Coward · · Score: 0

      Don't think that's quite right... it would really suprise me if Armed & Dangerous (developed by the guys at Planet Moon) used the same engine as Mercenaries (developed by the guys at Pandemic). Besides being separate, independent developers (not owned by LucasArts), the games technically look very different (to me at least). To be honest, as much as I loved the writing in Armed & Dangerous I would argue that the Mercenaries engine is much more capable.

    17. Re:Does simply the name define the sequel? by laupsavid · · Score: 1

      I griped to my son about the fact that you couldn't strafe in RE4, and he pointed out that if you could, the game would be far too easy to beat. Which, thinking about it, I guess is true. That certain amount of non-control makes things a little harder, and a little spookier. Similar to the earlier games, the very lack of control over view actually heightened the fear factor. I wish they could make a game where you moved naturally and could still be spooked, though.

  4. Reg-free link by Pan+T.+Hose · · Score: 1, Offtopic

    Why does Slashdot always post those annoying "reg. required" links? Not everyone is willing to give up privacy, waste time and get spam just to read a stupid article. Here's a Google News link. Enjoy.

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
    1. Re:Reg-free link by KinkifyTheNation · · Score: 1

      I didn't need to register.

  5. Re:Sequels are *ALWAYS* less creative. No exceptio by pluke · · Score: 4, Informative

    I' afraid i have to disagree, take Mario 64, a 'sequel' to Super Mario World, yet it was far more innovative than a first generation game such as Clay fighters, or Turok could ever be

    --
    "all through my house i set up traps, it seems like the rats have a map, so now i feed the rats crack" - Donald D
  6. Difficult To Come By by White+Roses · · Score: 3, Interesting

    The gaming industry is increasingly motivated by profits for major conglomerates (the EA sports deal comes to mind), not even just little publisher shops anymore. In an environment like that, you have to have companies that are willing to use the profits from a major hit series to fund development on more groundbreaking items. Better yet, support a studio with a history of groundbreaking games (Bungie anyone?) and let them keep doing what they do best. Even then, what the masses want is what's going to fill the shelves in most cases. We're lucky to see any creativity at all sometimes, and creativity in a sequel, well, that's just unheard of in many cases. Scott McCloud wrote about this in the context of comics. Penny Arcade covered some of this in a series a few years ago.

    --
    Do not touch -Willie
    1. Re:Difficult To Come By by king-manic · · Score: 1

      Bungie? Groud break? More like evolutionary. Their games aren't a terrible leap ahead of what is out there. Or what was out there.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Difficult To Come By by White+Roses · · Score: 1
      If you're referring to Halo, then, well, OK, to some extent. But immersive, complex, and compelling storylines to match the pace and excitement of the game play is something that Bungie as a whole excels at. And Oni, for instance, is a phenomenal combination of FPS and fighter (a la Tekken), and a far cry from the Lara Croft of the time. The Marathon series is widely hailed as the gold standard for early FPS storylines, even if the gameplay was rather standard. Marathon had network play available, as well as the use of the Mac mircophone for player-to-player comms. And that was in 1994. Think Doom on the PC side at the time. And way back in the mists of time, Bungie had a game called Minotaur, which was one of the first games that required networking. And let's not forget the Myth series, once of the best RTS games ever.

      So, perhaps not exactly ground-breaking. But it seems that every genre they entered, they expanded with storylines, and techological innovations in gaming.

      --
      Do not touch -Willie
  7. Sequels or not by superpulpsicle · · Score: 0

    Don't forget this generation of consoles mixed old ideas with new technology. We never had Sony eyecam, MMORPG, Steering wheels, online gaming on a console before.

    1. Re:Sequels or not by urbaer · · Score: 1

      We never had Sony eyecam, MMORPG, Steering wheels, online gaming on a console before.
      Steering wheel eh? Er... Colecovision? Just because you never had a steering wheel on a console before, don't assume that no-one else did.

    2. Re:Sequels or not by mrseigen · · Score: 1

      There were steering wheels for the Colecovision and Genesis (and more recently, the N64 and PS1) that I can remember.

      In addition, online gaming on a console was available on the Genesis/MD and SNES through XBand (as well as many other failed initatives, including the Saturn NetLink modem -- yum, online Sega Rally -- and more recently the Dreamcast, though that's pretty close to "this generation").

      We've had MUDs for years, too. Graphical ones, as well.

  8. Re:Sequels are *ALWAYS* less creative. No exceptio by Anonymous Coward · · Score: 0
    See, this is why I love Slashdot! Where else could such an imbecilic statement be presented, not just as an indisputably profound opinion, but as an inalienable law of Nature? Anyone who disagrees is lieing [sic], simple as that!

    And the egregious Latin is just the cherry on top.

  9. Re:Sequels are *ALWAYS* less creative. No exceptio by servognome · · Score: 5, Insightful

    GTA3, Dune 2, Mechwarrior 2, Star Control 2 come to mind as more innovative than their predecessors.

    --
    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  10. Re:Sequels are *ALWAYS* less creative. No exceptio by dickhall · · Score: 0

    Surely SOMEONE realizes that the parent is a matrix-inspired quote, right? Neo and Colonol Sanders talking in the monitor room?

    --
    "God does not play dice with the Universe." - Albert Einstein
    "Stop telling God what to do." - Niels Bohr
  11. Re:Sequels are *ALWAYS* less creative. No exceptio by centauri · · Score: 1

    Splinter Cell: Pandora Tomorrow is more innovative than the original in terms of the multiplayer experience it offers.

    --
    Don't blame me, I voted for Durga.
  12. I stopped reading... by Anonymous Coward · · Score: 5, Informative

    ...when the article claimed that Resident Evil invented the survival horror genre.

    Resident Evil: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1996.

    Alone in the Dark: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1992.

    Question: which of the above was innovative?

    1. Re:I stopped reading... by bar-agent · · Score: 1

      Alone in the Dark is a movie now.

      If you want true nightmare wake-up-sweating horror, go see that movie. It is that bad.

      The acting was bad, the plot was full of holes, the characters were pretty archetypical and dumb, and the music reeked. The creatures were cool, but in this movie, they were like a candle in a windstorm.

      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
  13. Re:Sequels are *ALWAYS* less creative. No exceptio by Anonymous Coward · · Score: 0

    I don't think even the matrix would have such blatant misure and mispelling of foreign terms. Come on... aux de counturiarie Maybe looking for au contraire? Maybe not the exact same meaning, as it actually means something in another language. and Ergho is usually spelled Ergo where I come from.

    Hmmm... misapplication of a once trendy movie quote, mispellings galore... ladies and gentlemen... I THINK WE HAVE A TROLL! Either that or just a dumbass.

  14. Re:Sequels are *ALWAYS* less creative. No exceptio by Bullet-Dodger · · Score: 2, Insightful

    Your error is that you assume that the first version was created in complete isolation, with no similarity to any other game (creatio ex nihilo, seeing as you're fond of latin). There are many ways that the first version of just about any game is related to previous games. Yes, a sequel is related to the previous version, but that relation can be quite small and superficial. It can easily be smaller than the connection of the first game to other, technically unrelated, games.

  15. Re:Sequels are *ALWAYS* less creative. No exceptio by Nodar · · Score: 1

    Wow, I REALLY always thought Dune 2 was just the freakin' sequel to the movie...

    --
    Don't Blame me if I seem bitter, I'm at work, and the TV only plays soap operas.
  16. Re:Sequels are *ALWAYS* less creative. No exceptio by urbaer · · Score: 1

    Wow, I REALLY always thought Dune 2 was just the freakin' sequel to the movie...

    Lucky you... the original Dune (game) was a shnore fest. Although Home of the Underdogs gives it a rating of 8.75... I did play it after I played Dune2... maybe I should try it again.

  17. History is written by the victors by Webapprentice · · Score: 2, Insightful

    Alone in the Dark may have been one of the first survival games to have come out (I played that game on the PC), but it came out at a time when the gaming population was small compared to the overal population.

    Resident Evil 1 came out in the Playstation era, with a much larger number of gamers. The game came at the right time, and it won the mindshare.

    There is a difference between who came first and who was able to get "on the map." Invention history has shown that being first does not always get you remembered.

    1. Re:History is written by the victors by Anonymous Coward · · Score: 0

      Invention history has shown that being first does not always get you remembered.

      Yes, but the previous commenter's point was that this article isn't credible because it tries to talk about innovation whilst simultaneously ignoring the actual innovation.

      The thing that sticks in my mind about Alone in the Dark was that it was one of the first games I bought that required a CDROM to get the full effect (the first being 7th Guest).

  18. AITD? Res Evil? Bah! by snuf23 · · Score: 2, Funny
    How about Haunted Freaking House for survival horror? Published in 1981! A game so freaking scary they were going to call it "Nightmare Manor" but that was just TOO scary!!

    Don't believe me? Check out the EVIL bat: spooky screen shots! (possibly not safe for work, kids or elderly with weak hearts).

    --
    Sometimes my arms bend back.
    1. Re:AITD? Res Evil? Bah! by demi · · Score: 1

      You laugh, but I was kinda scared when you were in those catacomb things where you couldn't see the whole maze and the bat would come along... you didn't know where to run...

      --
      demi
    2. Re:AITD? Res Evil? Bah! by snuf23 · · Score: 1

      Actually so was I. :)

      --
      Sometimes my arms bend back.
  19. Creativity at ID by 9mm+Censor · · Score: 0

    Here is the list of the games ID made (or had made). 1991-1996: 5 years Commander Keen 1-3 Shadow Knights Dangerous Dave in the Haunted Mansion Rescue Rover Hovertank Keen Dreams Rescue Rover II Commander Keen 4-6 Wolfenstein 3D Spear of Destiny DOOM DOOM II Final DOOM (outsourced) Master Levels for DOOM II Quake At this point John Romero leaves. 1996-2004: 8 years Quake II Quake III Quake III:Team Arena Return To Wolfenstein (outsourced) Commander Keen GBA (outsourced) Wolfenstein GBA (outsourced) DOOM GBA (outsourced) DOOM II GBA (outsourced) DOOM III Eight years of nothing but sequels. When will it end?

    1. Re:Creativity at ID by Dr.Opveter · · Score: 1

      I loved the Commander Keen series, as well as SOD, the DOOM series, the Quake series..

      I think DOOM III is actually the first of these games that has disappointed me, probably because it was hyped to be scary enough to have people jump up their seats and i didn't have that experience.

      --
      Sample this!
    2. Re:Creativity at ID by CoffeeJedi · · Score: 1

      hey, check out your keyboard, there's this really cool new button on it, right next to the 'M' key
      no, no... to the right
      your OTHER right
      yeah! that's it! its called a 'comma'! look what it can do: ,,,,,,,,
      you can seperate words into LISTS with it, instead of just rambling on in one long sentence like a bum on the street corner
      try it out!

      --
      May you be touched by His Noodly Appendage. RAmen.
  20. Re:Sequels are *ALWAYS* less creative. No exceptio by DarkZero · · Score: 1


    Simply because they have to be related somehow to the previous version, so by definition they cannot be as innovative and original as the first version in the first place, which--aux de counturiarie--had to be different from anything else that came before. Ergho, if anyone says that the sequel is more crea-/innova-tive than one is lieing, simple as that.


    So if somebody creates a 30 hour game that stars the same characters and has the same gameplay the whole way through, that's more creative than a game that lasts 15 hours and has a 15 hour sequel that stars the same characters and has the same gameplay, because "first = creative"? Do I have that right?

  21. Sequel == Game by same publisher? by Osty · · Score: 3, Insightful

    Since when is Mercenaries a sequel? The article calls it Pandemic Studios' follow up to "its innovative strategy game Full Spectrum Warrior." Since when is a "follow-up" game a sequel? And what makes this a "follow-up", other than being developed by the same studio? Is Full Spectrum Warrior a follow-up to Pandemic's earlier games like Clone Wars or Triple Play Does that mean Full Spectrum Warrior is a sequel to a baseball title? By that rationale, id's Doom 3 is a sequel to their previous title Quake 3 Arena. Does this seem silly to anybody else?

  22. Star Control 2 by Intellectual+Elitist · · Score: 1

    Star Control 2 was just a very well-done ripoff of Binary Systems' Starflight with the Star Control combat engine slapped into it. It was a fun game, and much better than its predecessor, but it wasn't the least bit innovative.

  23. Not always by Have+Blue · · Score: 3, Insightful

    Metroid Prime is the most radically changed sequel I can think of, except possibly Mario 64.

    1. Re:Not always by Wildfire+Darkstar · · Score: 2, Interesting

      How so? I mean, Metroid Prime is a great game and all, but part of the reason folks were celebrating it when it was released was because it was so similar to previous Metroid games, and how the developers managed to transfer the basic gameplay of the series to 3D. Other than being transposed into the third dimension, it's not radically different from previous games.

      To be sure, the shift to 3D is a pretty big change, but it's hardly unprecedented (and therefore not particularly "radical"): Legend of Zelda, Castlevania, Mega Man X, Final Fantasy, Grand Theft Auto and countless other series have made similar leaps.

      Mario 64 is a better case, since it did make some significant changes to the traditional Mario formula, but, even then, I'm not sure it's "the most radically changed sequel" out there. Other than the shift to 3D, Super Mario Bros. 2 (the U.S. version) is probably just as much a departure, and several other series can probably claim similar radical changes (various installments in the Final Fantasy series have witnessed major overhauls, Castlevania: Symphony of the Night was a major departure for that series, etc.).

      For my money, the "most radically changed sequel" I've ever played is Parasite Eve 2. But I have to admit that saying that is a bit misleading, because while it had very little in common with the original Parasite Eve, it cribbed mercilessly from other games in the survival horror genre, and ironically wound up being less "original," overall, than its predeccessor, even as it was a major departure from it.

      --
      Sean Daugherty "I have walked in Eternity -- and Eternity weeps."
    2. Re:Not always by Anonymous Coward · · Score: 0

      Marathon didn't have a number in the title, but it took the same universe and player character from Pathways into Darkness into a completely different setting (2794 instead of 1994) and gameplay model, with no direct story links until at least Marathon Infinity.

      Descent 3 kept the same basic gameplay model as D2 (fly around and shoot enemies with numerous weapons, recharge lasers at power stations, scavenge health from enemies), but replaced the player's ship with one that moved and handled nothing alike. Replaced most of the weapons, completely revamped the others. Also was the first Descent game to have a story, with varying locations and objectives instead of just "blow up the mine reactor". Overall, though, not a candidate for "most radically changed sequel". The biggest change was probably the graphics.

      Jedi Knight: Dark Forces II also comes to mind, but there's no point continuing to rant when there's nobody reading this.

      Duke Nukem 3D and Wolfenstien 3D are the best examples I can think of for "moved from 2D to 3D and came out an unrecognizably different game, but still considered good."

      Final Fantasy X to XI? Solo-only RPG to MMORPG is a pretty radical change.

  24. I like more of the same by Dr.Opveter · · Score: 1

    I like something shiny new just as much as the next guy. But when i really enjoy a game, i don't mind if there's a couple of sequels that are pretty much the same thing.
    I guess it's because i play FPS games mostly. UT2004 is cool, but i still enjoy regular UT as well.

    Same with music. New music can be refreshing, but when i like some artists' music a lot, i'll probably like the next album as well, even if it doesn't have any shiny new innovative sound/songs

    --
    Sample this!
  25. Sequel? Bring on the good ideas... by MiceHead · · Score: 2, Interesting

    The notion that a game in development may one day spawn a sequel can have a positive effect on development of that game. Knowing that we don't have to fit absolutely everything into that initial game makes it easier to focus on providing a solid product without feeling that we're trashing our great ideas forever.

    By way of example, during development of Inago Rage, it was clear to us that players might enjoy a multiplayer mode. This is natural for an FPS, but in Inago, since players also create their own arenas, the idea of collaborative building made it doubly interesting. But it was not something we felt we could do in the time we had. A half-assed multiplayer compontent would disappoint players and diminish the single-player component. So, we didn't add it. What kept this from becoming a disappointment to us (enthusiasm counts for a lot in game development) was the knowledge that we could always add it as part of a sequel, an expansion, or even a version update.

    During the development of a game, there always comes a time when you lock down the features and put the pages of brilliant concepts and great player suggestions away. I think that some of the greatest elements in a sequel come about when developers are given the chance to implement ideas they were passionate about in the first game, but had to tuck away for later.
    ________________________________________________
    Inago Rage - A first-person shooter where you build and fly

  26. Re:Sequels are *ALWAYS* less creative. No exceptio by zillahX · · Score: 1

    Looking back now, and not considering it being overshadowed by it's sequel, I thought the original Dune game on the Amiga was pretty cool for it's time. It was really two games in one. The adventure-type part where you would travel to the sietches in ornithopters, talk to so-and-so, and then the pseudo-strategic part where you would communicate telepathically with the Fremen, manage their spice production, fight the Harkonnen, etc. .. unless I'm confusing it with something else. I would even boot it up just to watch the intro and listen to the music, long after I'd finished playing the game... but then again I'm weird like that.

  27. Metal Gear Solid 3 = Creative Sequel by DarkAdonis · · Score: 2, Interesting

    I'm surprised no one mentioned this game. I assume it's because it was released about the same time as Halo2, GTA:SA, Half-Life 2, WoW.

    I expected MGS3 to be a run-of-the-mill sequel. I was wrong. It's excellent. The enemy AI and gameplay have been vastly improved. The final boss battle scene is beautiful, and there's a boss battle that takes place over a huge area.

    On top of this, the game story is excellent. Seriously, check this game out.