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Divnich Divines: What makes an original IP successful?

Maurice Tan writes:It seems to be a dilemma as old as the modern entertainment industry itself. Sequels to successful titles sell, but people get tired of them. Everyone wants new IPs to succeed and provide diversity to the gaming landscape, but when someone actually tries to do so the reward can range from success to utter failure at retail.

Meanwhile developers, publishers, and gamers alike lament the state of an innately creative industry where creative innovation is more often than not punished by consumers. But what does it actually take for a new IP to succeed?

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gogospeedracer2188d ago

Awesomeness makes an IP successful. I basically summed up your article.

NovusTerminus2187d ago

What does it take? Creativity. That is all.

If you launch a new IP (Take Homefront) and make it another war game to compete with the big games like Battlefield and CoD then you will likely die in a fire (See Homefront)

However if you look at Demon's Souls which was standing by itself it did great because everyone wanted to see the new idea. Same with Assassin's Creed.

Creativity is all you need, a new idea that stands out in a crowd of what has become modern war games.

Quagmire2187d ago

But take Ninja Theory's Original IPs Heavenly Swoard and Enslaved. Both were creative a new, yet didnt sell very well, and didnt warrant sequels.

An IP can only be successful up to a certain point unless it can warrant a sequel.

Mirror's Edge is a successful new IP, however we have yet to see a sequel which fixes the previous problems, aswell as sell more copies. This worked with both Assassin's Creed and Dead Space, however it can be argued that it works in reverse effect also such as with the uneeded Bioshock 2 sequel.