Sequels: What we want

This year has been full of sequels, and not just any sequels; Kick-Ass, tone shifting, pace managing sequels. The spectacular thing about sequels is that any game that is released as one is guaranteed some form of sales. This is, of course, the motivation for the continuation of most long term game franchises. Of course this practice does tend to breed a certain animosity against annual franchises and mars the perception of the titles released like a blender but this unavoidable cycle is also great for business. once you nail down a fan base they tend to come back for at least the second game if your first games is at least average. Not only is this fanbase a great asset but it is incredibly important to the further success of your game and to an extent you should gauge their interest in certain features. This gaging can be done in many ways; focus groups, user reviews,  and general content. You can engage your community  as a developer as well with developer live streams and contests. A great example of this is the wonderful devs over at league of geeks, developers of armello, the fantastic fantasy Virtual boardgame (isn’t that  a mouthful). The keep their company engaged with most of the methods I have already mentioned but they do employ one technique that is essential for multiplayer games and although less important to singleplayer games still serve to breath fresh life into games to keep folks playing it.

Content updates. Not to be confused with patches or hot fixes but good old fashioned content updates. We are talking maps, endgame content, story content and new game plus options. If you are thinking “but thats all dlc that could be monetized!” and “but what does this have to do with sequels?”. Well your sequel must raise the bar for the game series. It should elaborate and improve on the main of the first game and introduce at least one new system. One way to raise said bar is Just a SHIT TON of free content updates staggered through out a year. This shouldn’t be your primary means of improvement but more of a supplement the real focus should be on mechanics. Introduce at least one per game and make sure it gels with the tone and other mechanics fucking this will produce a game like Watchdogs 2. A game about taking down a evil corporation with scissor lifts, M@d H@kk1ng skillz and your crew of cartoon characters. it’s light hearted and the writing is silly and fun but… Your fun ragtag group of people who are basically just a marketing firm for a large hacker group, Shoot People? Why does this care free exploration of San Francisco have you gunning down security guards? I’m not against videogame violence but in this case it was such a departure from the games existing tone and felt at odds with the fantastic stealth mechanics. It even felt halfbaked adding to the inkling that maybe it wasn’t such a good idea to shove it in a already silly, but great game.

Now this is just the opinion of someone who probably watched to much of this: featured but, hey customer is once in a while right, right? Any-hoo thanks for stopping bye and I hope you have a fantastic day. For real, thanks for reading.



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