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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."

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  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. 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. 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?

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

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