Sequels: If it Ain't Broke...Fix it?
Creating sequels for successful game franchises is not unlike how the process is realized in the movie industry: consumers (understandably) demand something new to assail their senses, otherwise they would be paying to see the same rehashed onscreen antics they've already paid good money for (though admittedly, some movies seem to make this work...). In the gaming sphere, there are a number of qualities which are indicative of the prosperous continuation of a series, and ideally, all of these should strive to build upon the success of a game's predecessors.
Naturally, many sequels get their start because the original game was well received and sold a plethora of units. It stands to reason that the source material contained features appealing to the masses, either in the form of digit-blistering (Nintendo thumb, anybody?) gameplay, a riveting and compelling narrative, or some hybrid of the two elements. Whatever the reason, development teams make the decision that "Hey, people seemed to like this pretty well, let's do another!", and hence, further cash in on the ideas they have created. However, while the first go-around proved to be a winning formula, in order for people to even bat an eyelash at additional installments, something must be done to enhance the gameplay experience. This does not include entirely new components, but rather, features an augmentation of the existing gameplay experience. This might include different camera angles from the original game, or perhaps an altered method of inventory upkeep.
No matter what aspects of the sequel are updated, it is incredibly important for game designers to consider the trade-offs for these upgrades, as "more" does not always equate to "better". A prime example of this fallacious thought process produces games such as Devil May Cry 2. One of the primary complaints regarding the first Devil May Cry game was that gamers felt many areas you explored felt rather confined, and at times disappointingly diminutive. The programmers responded by providing combat zones far greater in scope, but failed to change the combat system in any appreciable manner. In trying to make an improvement, they actually succeeded in undermining one of the incredibly satisfying facets of the original game, namely, the seamless blend of long-range gunslinging and visceral close-quarters melee attacks. The expansive combat areas now rendered the torrid gaming pace afforded by the swordplay to be rendered significantly less useful, and many battles came down to furiously mashing on the fire buttons and blasting enemies from a distance. So, while it is important for sequels to refine the gaming experience, it is equally as critical that they keep the more propitious gameplay features intact, rather than sacrifice these due to the new enhancements.
Oftentimes, sequels will not simply stop with enhancements, but further bolster the series by employing completely new gameplay elements. These can take any number of forms, such as new weapons, moves, or playable characters, and it is this kind of content which those who assiduously camp outside of their local game emporium, are waiting to discover. People will only remain fervent proponents of a series, so long as the novel ideas and items keep making their way into the games. Perhaps the most refreshing example of this in recent memory is the incomparable Resident Evil 4, an intoxicating (felt like I had been drinking, after playing the game all night and waking up for work the next day) cocktail of unbelievably sanguinary, gory action and a suspenseful story.
Moreover, this iteration of the long-running series finally managed to inject a totally revamped style of gameplay that more than adequately silenced any reamining critics of the archaic and often maligned controls of previous games under the Resident Evil umbrella (no pun intended for those of you familiar with the standing antagonistic corporation in the games). This game is arguably the paradigm by which all sequels should draw inspiration, as it retains many of the classic features found in older Resident Evil games, yet manages to greatly overhaul the manner in which the game is played (to astounding success I might add), and infuse a fresh perspective on a series which has existed nearly a decade.
While new gameplay is often a welcome addition to sequels, many fans are just as interested in experiencing developing plot points, where friends and foes are constantly introduced into the fray, and intricate side stories come into the foreground. Another tool game developers may use when creating a sequel is to utilize brand new characters, but incorporate a relationship or tie to the events or people of the previous game, in an appreciative nod to those who have supported the series. Many games, however, choose to employ the cliffhanger or open-ended ending (not unlike the movies) to keep their fans firmly enthralled. The Soul Reaver games were able to supplant most notions of questionably stale control with an undeniably intriguing story that kept the gamers coming back for another round of vampiric puzzle-solving action.
And let us not forget the role that the well made prequel can serve to burgeon sales for a game (hey come one, it is a kind of sequel). Those following the harrowing and always esoteric missions of the inimitable Solid Snake were treated to a glimpse of the past with Metal Gear Solid 3, allowing these multitudinous masses to revel in the details involved in everything leading up to the original game. Having the ability to now see characters "get their start" and viewing how certain events transpired, is akin to some great epiphany where you exclaim "Oh crap! So THAT'S how it happened!" Again, it is the attributes such as these which incite gamers with the relentless insatiety to keep buying the games, and their sequels (and prequels).
In short, gamers want new, and enhanced features in their sequels, and the developers must provide this within the package of an entertaining game for people to continue to support their series. As long as the games are able to grant this to their players, quality should constantly improve and better game experiences will be become available to all those that are slaves to the whims of the software entertainment industry. And to that industry I say, dudes killing more stuff with guns is always grade-A sequel material in my book.
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