Author Topic: What a sequel should be...  (Read 13044 times)

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Offline RCmodeler

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RE:What a sequel should be...
« Reply #25 on: August 16, 2004, 03:52:50 AM »
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Originally posted by: KDR_11kIn your original post, however, you stated that sequels should not innovate.
 Stramwan argument.  Never said that.  I said: "A sequel should be more of the same goodness that made the original game so much fun. Same play, same goals, but new missions. ...and cleaner control."

The "cleaner control" and "new mission" is where the innovation happens.


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Originally posted by: GoldShadow1I'm not saying this has to be a huge change, but if MP2's only improvement was "cleaner control", I would not be interested at all.  I already have Metroid Prime, why would I want another?
For the same reason you would watch Star Trek 7 or Terminator 3 = new story, new world, new puzzles to solve.  At least, that's the reason *I* would buy MP2.
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Offline KDR_11k

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RE: What a sequel should be...
« Reply #26 on: August 16, 2004, 06:34:42 AM »
The "cleaner control" and "new mission" is where the innovation happens.

No. New mission usually means more maps unless you define the mission very broadly to include, e.g. all the objects involved in the mission or the rules that are followed. Cleaner control also merely means removing flaws that were inherent in the control or rule system. Unless you broaden any of those two definitions there's not going to be a whole lot of innovation there. What would leave those definitions? If new weapons and abilities (a popular addition to sequels) count as "new mission", wouldn't the waterpack do so, too?
The problem is that a sequel is supposed to expand upon what made the original game great, yes, but what makes the game great differs. You cannot deliver a blanket statement on what needs to be done to make a proper sequel. Besides, usually a game exploits practically everything that can be done within the boundaries of its ruleset and just adding more levels would lead to repetition, that's why the rleset must be expanded. However, there's no blanket way of saying what can be altered in a ruleset and what must remain the same. A sequel to Wario Ware would need to keep only a single rule: It must be comprised of a set of microgames. But you couldn't make a sequel to Mario Kart by only keeping the rule that it is a racer. Another problem is that the perception of which rules must be changed differ from person to person. Some want entire portions of the ruleset to be thrown out/altered, others freak out if even a physics glitch is removed. If, for example, a person doesn't like the combat system in an RPG they'll demand a different one in the sequel, but the people who liked it will oppose the change. Who should the developer listen to?

Offline RCmodeler

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RE:What a sequel should be...
« Reply #27 on: August 16, 2004, 03:21:29 PM »
Okay, well, I'm just tired of seeing sh__ty sequels.  There's a great game, it sells millions, and then they totally re-work the sequel and destroy what made the original so great.

I'd rather see the designers stick to the "it ain't broke, it's already a success, so don't change it" rule-of-thumb.  Basically, I WANT more of the same.  Like Megaman 2 to 6.  All were essentially the same as Megaman 1, but at the same time, that guaranteed they were as great as the original.  
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Offline KDR_11k

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RE: What a sequel should be...
« Reply #28 on: August 17, 2004, 02:21:38 AM »
There's a high chance people will demand more new stuff to justify their purchase. The quality of the level design might vary, too (for example, Super Metroid's level design was superior to Metroid: Zero Mission's). You like it without changes, but I'd say most people expect more and would complain about wasting money. I think that a game whose ruleset isn't sufficiently different from its predecessor (think GTAVC vs. GTA3 or something) isn't worth full price and shoud be sold for less.

Offline RCmodeler

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RE:What a sequel should be...
« Reply #29 on: August 17, 2004, 03:12:29 AM »
Well if I buy Metroid Prime 2, and I discover that it's become an RPG instead of the classic puzzle/exploration style, I will be pissed.  You might call this "innovative" or "daring" or "getting my money's worth" but I call it disappointing crap.  I want more Metroid, not a Final Fantasy disguised as Metroid.
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Offline KDR_11k

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RE: What a sequel should be...
« Reply #30 on: August 17, 2004, 08:18:01 AM »
However, if they added a level up system where your skills improve via usage while still maintaining the core system, how would you react to that?

Offline RCmodeler

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RE:What a sequel should be...
« Reply #31 on: August 17, 2004, 12:48:20 PM »
Yuck.  

That would mean you'd have to spend countless hours running around killing random creatures to become stronger.  i.e. b-o-r-i-n-g.  I prefer the current system of ignoring the random bugs laying around and using objects to become stronger.  It allows 3 hour speed runs.
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