More Products From the Sequel Factory
Both the New York Times and Electronic Gaming Monthly have commented recently on the ongoing trend of sequel production in gaming. The NYT specifically cites EA's recent trends regarding endless rehashing of titles, while EGM talks more broadly about the role of sequels in the industry. While most reviewers lament the current state of the sequel factory, those within the industry rely on new versions of old titles for their bread and butter. From the EGM article: "Let's assume the publisher's position that sequels are a necessary evil, and the blockbuster videogame industry we have today cannot exist without sequels to support its often great financial burdens for research and development, marketing, distribution, etc. So, what are sequels doing for the gamer who's not interested in keeping up with the sequel treadmill?"
This is basically the problem with the gaming industry. Sequels can be innovative and original, and new titles can be boring, and direct rip-off of other titles. The Final Fantasy games I think is a series that tries to be original - with different characters, worlds, 2D -> 3D, storylines, etc, and that series count up to over 11 already.
And then on the other hand, how many Street Fighter/Tekken/Soul Calibur/Virtual Fighter clones do we really need?
http://www.rayn.net . Funny. Stuff.
Some times, you really do a game well, and it's just nice to do more of it. I think the GTA series are a good example. GTA 3 (which itself was a sequel) was just really well done, tons of fun to play. So no we have GTA VC and San Andreas. They aren't really anything new, but just more of the same game done very well. Both also a lot of fun. You can over do it, of course, but I think in many cases it's nice.
Also sequels over the longer term can be real cool, like GTA 2 to GTA 3. There are many older games that I'd like to see redone to current technology. I mean I still play X-com because it's a great game, but what I'd really like to see is a new X-com, designed for modern hardware, with updated graphics, AI, etc, etc.
I agree that in many cases it gets stupid, it seems that it's just "Hey that last one made money, let's release another exactly like it!" but you get that even in non-sequels, you get games copying heavily from successful games.
I really don't think a game has to be unique to be good. I don't care if it's the 5th game in a series so long as it's entertaining.
Whereas movies typically get a healthy amount of advertising on TV, the majority video game ads are found in magazines or online. Thus, name recognition in a title - "The Legend of Zelda: _______" or "Mario [sport]" - plays a much more important role in selling video games to casual gamers than it does in getting casual moviegoers to the theatres.
Is to try and make a better version. It doesn't matter if you are making the next one in a series, or if your game is highly similar to another one, it matters that you are abot to make your game entertaining, and hopefully by improving on the orignal.
Take Rome: Total War. Excellent game, one of the best strategy games in a long time. First time in a long time a strategy game has been on the best sellers list for a good amount of time. However not at all orignal. The plot is, well, Roman history. There's some modifications for playability and creative license and so on but the story was taken directly form the history books. The game is, of course, the latest in the Total War series, itself based on earlier games like Civilization.
However for all that, it's a ton of fun to play. It is so well done. The gameplay is excellent and engaging, the music is superb and the graphics are amazing, good enough the History channel uses the engine.
It doesn't matter that there's no orignality to plot or concept, the game is just flat out fun, more fun that those that came before it, and that's what really matters.
Sequels are fine.
Sequels that are marginally different from their predecessor suck *COUGH EA*.
But then again, when you try to make a sequel that isnt a mirror image of its predecessor, people stop chanting how they want innovation just long enough to bash the game *COUGH Mario Sunshine, Zelda Wind Waker, etc*.
People are now working on making and visiting complete worlds, not just sequels.
I believe it's similar to how our songs are getting longer and longer, too- it's not unusual to hear a song that goes on for 20 minutes, now. In fact, we just call it a "mix," and it's a big long stream of music, with a little of this, a little of that, mixed in for funn.
People feel attached to these worlds, and they wonder about these characters. They don't want to be hit with a brand new world everyday. Rather, they like a particular world, and they want to see it carried out further.
Also, they want it on multiple senses. They want to read it in book format, they want to play it as a video game, as a role playing game, they want to see it as a movie, they want to keep up with it as a TV show. All these things that people want to do.
People want to know the side stories, feel out the nooks and crannies of the complexities.
This is Slashdot, so I should mention that there are implications for Free Software game developers: network your worlds. Make a Tetris game that celebrates a theme from a constructed world that some tabletop gamers articulated in detail. Fetch fanfic authors to create stories based in this world. Get an existing RPG engine, and see if you can make a short game out of one of those authors' stories. See if an illustrator won't do an illustration of a major scene. We can have whole worlds, not just isolated projects.
Sequals are easier to make, that's why we see so many of them.
If little Timmy doesn't have to buy Halo, Half-life and Doom sequals he can buy 3 "not sequal" games. Which then means they make the same amount of money but don't risk annoying a fanbase.
If you flood a market with oranges and then see oranges getting 75% of all sales on that market, oranges arn't running the market, they're bring forced down peoples necks because there is nothing else.
I like muppets.
Making a movie with a brand new concept is a risk; sequels are almost risk-free.
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It's pretty simple, really. If I can't beta a game (for MMOs especially) then I don't really want to shell out $50 to find out it sucks.
For non-online games, it still hold's true. I have more games that turned out to be complete stinkers on my bookshelf than I care to admit.
Most gamers don't just look at the company and say "Oh, EA made X, so Y should be great!". They look at X, and believe X2 should be at least as good, or at least offer a reasonable hope of fun.
If you played and loved Fallout and Fallout 2, and Interplay releases Fallout 3, aren't you going to buy it? Heck, even if the game engine doesn't get a radical overhaul, I'd still want to try it when it hits the bargain bin.
New games often require new engines, and a ton of creative juice. A sequel to a very successful game requires a new plot, maybe some engine tweaks, some graphic tweaks, and you are done.
And even if they do update the engine, etc... If they had released Doom 3 with just "Resurrection of Evil" as it's title, with no reference whatsoever to it's Doom legacy, what do you think it's sales would have been?
Man, how dare they give me: ... and, you get the point. The idea that because a game is a sequel means it's "unoriginal" and unfun is kind of stupid.
1. Half-Life 2
2. Battlefield 2
3. Freespace 2
4. Civilization 2 and 3
5. Jagged Alliance 2
6. Descent 3
7. Quake 3 (bad example?)
8. Unreal Tournament 2004
-Erwos
Plausible conjecture should not be misrepresented as proof positive.
Obviously this guy has never watched a football game where Madden was doing the commentary.
Actually, he probably has. The quote is from an article called "A Gamers' Manifesto" from www.pointlesswasteoftime.com, and in the very next paragraph, he says, "Have you ever actually watched a real game where Madden was in the booth? Yeah, that's pretty much the way he really talks."