Games are a form of creative expression. “Games are art” is a whole other debate, but my first sentence can be safely agreed with by most everyone. The game industry is also funded. Funded by money, to make more money. That said, it is sooooo much easier to simply reuse old assets to create something new. Lots of games use the Unreal engine, even to this day, despite the fact that it is many years old. If companies had to re-create the wheel with each successive game, games would take even longer to come out, and costs would skyrocket.
Sequels are a necessary evil, but they are also terrific. A sequel to a million-seller is almost guaranteed to do well at retail just based on its pedigree. But the best sequels take what worked in the original game and improve on it tenfold. A game like Grand Theft Auto 4 would not be crafted out of nothing. Rockstar took their experiences with other games to see what aspects of gameplay really captured the gamer and used more of them, while adding a few tweaks to the formula to keep it interesting even though the “Drive/steal/kill” basis of the game remained largely unchanged.
Likewise, Rock Band 2 (the height of the music game genre, and the last music game to really be relevant before the GH over-saturation) would never have been perfected without Harmonix’s experiences with Guitar Hero and, even before that, Frequency and Amplitude on the PS2. Now, many bands are falling over themselves to be in the games because they know that their music will reach hundreds/thousands/millions of people that would have otherwise never heard of them.
Metal Gear Solid 4 perfected the stealth formula started back in the 80’s. Each successive Ratchet & Clank is better than the last. Even Final Fantasy, despite a few missteps, has remained relevant and enticing for over TWO DECADES. Why? It builds on the past with an eye on the future.
Many developers, conversely, realize that an over-hyped sequel will automatically sell and make the minutest of changes before churning out their yearly sequel (Madden, Guitar Hero spin-offs) or, even worse, forget what made the franchise beloved in the first place (Tomb Raider, Crash Bandicoot, Sonic the Hedgehog).
Many gamers may be turned off from buying sequels because they didn’t play the first game(s). They won’t understand the storyline and their enjoyment of the game will be greatly diminished by jumping into the middle of the game’s mythology. This can be solved by a simple “Last time in Odessa…” type of recap, but developers tend to ignore those as well – although the resources are usually available – alienating potential fans.
With original intellectual properties (IP’s), every game is an origin story. It has a beginning, a middle, and an end (like the original Matrix movie before the sequels messed it up), if only because developers really can’t be sure if a game will sell well enough to justify a sequel at the time of release.
Final Fantasy on the NES was SquareSoft’s last chance to make it big before bankruptcy. Mirror’s Edge and Okami, two critical darlings, sold like hotcakes… if you in fact mean moldy old coldcakes. Ico took huge risks both creatively and gameplay-wise, and the cult following has allowed Sony to keep producing games like it with “good enough” sales. Even while the game wasn’t a direct sequel, Shadow of the Colossus shared Ico’s style, creative vision, and development team. It appealed to gamers who liked the first while drawing in enough new fans for it to eventually attain Greatest Hits status.
Sequels have more resources and experience at their disposal, but it’s up to the developers to keep their gamers happy with something new every once in a while as well. We don’t want our once-loved franchises to have their memory soiled by years of abuse. Why, Destroy All Humans, why?! I used to love you, but now you suck! Time to go find some freshness somewhere else.
Categories:
Amplitude,
Final Fantasy,
Harmonix,
Ico,
Metal Gear Solid,
Mirror's Edge,
Ratchet and Clank,
Rock Band 2,
Shadow of the Colossus,
innovation,
originality,
sequel |
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