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Are game sequels stifling creativity or are they an industry necessity?

MWEB GameZone writes: "It seems as if every month a sequel to a popular game is either announced or released. Should developers who own established IP forgo creativity and focus on what they know, or should they take the risk of creating something unique?

Here is why the gaming industry is suffering from 'sequel-itis'".

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DesVader1147d ago

Tough questions - some sequels are just "lipstick on a pig", shoved out to take advantage of a hype train. Some sequels are carefully thought out and executed and add value to the franchise. If its more of the latter, I am ok with sequels, unfortunately too many are the former.

Sillicur1147d ago

Indeed, the quality of sequels is also a big factor. Developers just hype up a game and let the franchise do the work for them.

Even though i think there are way to many sequels at the moment, i personally can not wait for The Witcher 3.

freshslicepizza1147d ago

uncharted 2 was an awesome sequel. they put a lot of effort into it. the thing is sequels also do other things, they help fund new projects. as do remasters and reboots. new ip's have greater risks but another issue especially with publishers like ubisoft is they focus on creating ip's they hope will turn into franchises. this mindset of selling millions and millions of copies puts undo pressure on developers. which probably explains why so many have left this type of workforce and went independent or moved towards mobile development.

DivoJones1146d ago

I'd say it depends on the nature of the sequel, which you mention with the lipsticked pig. Many sequels are rushed to cash in on the success of the previous title. I'll use Bioshock as an example of well executed sequels. Bioshock managed to create an immersive world, intriguing story, and created a unique system for the often-repetitive FPS genre. Bioshock 2 improved upon the combat system while still maintaining strong storytelling and another perspective on the established story from 1 & 2. Infinite did the same.. gameplay modifications, solid story, zipline mechanics. Each game released 3 years apart.

Compare that to Assassins Creed and it's annual release schedule. Some entries were solid, but the story is inconsistent.. it later became evident they had no endgame in mind. It became sequels and spinoffs for the purpose of selling sequels and spinoffs. The mechanics rarely changed, and was usually just a new/different weapon. The lack of innovation and effort will be what kills this brand.

SonZeRo1147d ago

Same can be said for movies and books and every other form of entertainment that reuses the same IP. Companies no matter how we shout will go with the guarantee over the unknown.

Sillicur1147d ago

Exactly, its easy to say developers should create something new and unique, but its hard to put a lot of time and money into something that will fail. The industry is very risk-adverse at the moment, which is understandable to a certain degree.

HanCilliers1147d ago

A lot of times we say, give us something new, then when devs do, we complain. On the other hand, it really seems that there's a big shortage of originality in games. We though the Indie devs would fill that, and to an extent they have, but we need to see it from AAA devs as well.

Sillicur1147d ago

Big game developers need to push the limits of creativity. Thing is, they have the budget to create something special, but i do understand that they have to appease the shareholders with something that will sell really well. Hopefully, all these sequels will lead to a budget for creative, unique games.

CongoKyle1147d ago

If it's not broken, why fix it? If a game works and has a a strong premise set for a sequel then why not do it. There's two sides to the story. Take Bungies move from Halo to Destiny - massive flop. Then look at every CoD sequel, etc.

chrisx1147d ago

Sequels are not a bad thing if executed very well e.g uncharted 1 to 2, god of war 1 - 3. Only a few developers get the balance right

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