Slashdot Mirror


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."

16 of 63 comments (clear)

  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 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.

    2. 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.
  2. 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.

  3. 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
  4. 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
  5. 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
  6. 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?

  7. 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.

  8. 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.

  9. 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.
  10. 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?

  11. 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."
  12. 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

  13. 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.