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Sequel Fatigue Cause of Slow Sales?

The NYT has a piece which argues that the new console iteration is not the cause for slow sales at the end of the year. Rather, gamers are tired of all the damn sequels. From the article: "... In an industry that has a reputation for growth, the decline certainly clashes with expectations. And there is also evidence that gamers may no longer be as enticed by the type of games that publishers have been putting on store shelves. For the first time in several years, the industry did not have a breakout hit in 2005. Two releases from 2004's holiday season, Halo 2 and Grand Theft Auto: San Andreas, generated enough anticipation among hard-core gamers that they lined up to buy copies. 'Last season you had some events that drove people into stores,' said Josh Larson, director of industry products for GameSpot, which tracks interest in new games; he was referring to the last two months of 2004. 'There wasn't anything that filled that void,' in the 2005 holiday season, he added." Update: 02/08 18:07 GMT by Z : As much as I like the letter 'q', fixed title.

2 of 129 comments (clear)

  1. Re:loss of imagination by Anonymous Coward · · Score: 3, Interesting

    I think that the reason that so many of us love classic games (other than nostalgia) is precisely the lack of hardware. Developers in earlier times were forced to be innovative, or "work with what you've got." These days photorealism is hyped up so much that it's become more important to just make pretty games, rather than anything creative or well-designed. Besides that, let's face it: alot of the good ideas have already been done. What else is left, writing on the screen with a stylus? Replacing the joysticks with a remote?

  2. Hybrids by caffeination · · Score: 3, Interesting

    Game industry, I hear your cries begging me personally for advice on what you should do about this problem. Fear not, for here is my wisdom:
    We're sick of sequels, but we're not receptive to things that feel too new. You need to create hybrid games that use popular elements from existing related games. For example, most people don't play Grand Theft Auto $number because of a love of all things criminal. What keeps us coming back to those games is the overwhelming freedom they give you. We're not playing MMORPGs out of our love of Tolkienesque fantasy, but because MMORPG coop gameplay is fun.
    We need network-capable, non-linear gameplay that puts trust in players, instead of making us choose "DEATHMATCH MODE", or "RACE MODE" before entering the world. Games need to evolve so that players can hang out and decide for themselves how they want to use the engine. Your job as game programmers should to provide us with tools to enjoy ourselves, not to write us a rigid schedule which inevitably leads to an "end point" when apparently at the whim of some game designer we are to stop playing.