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gaming What makes a good game sequel?


Luna the Great of all the Russias

How much change do you typically like in a game sequel?  

7 users have voted

  1. 1. How much change do you usually like in a game sequel?

    • Relatively small iterations
      0
    • Moderate changes
      2
    • Open to highly experimental changes
      0
    • Varies greatly depending on the specific franchise
      5


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On one end of the spectrum you essentially have the same game re-released except for a title change. On the other end, you have a game that is unrecognizable from its predecessor. What makes a game sequel good? Is there a general rule, or is it highly dependent on the franchise? Should sequels be iterative, or should developers take risks and try drastically different things? What are examples of good or bad sequels? Any other thoughts on the matter?


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Brony since ~25 July of 2011.

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It's not a bad idea to have aspects of a sequel that are the same as the original, but there needs to be differences as well. A balance of similarities and differences is what makes the sequel attractive. I think that Just Cause 4 is a good sequel to Just Cause 3 because it has similarities like the iconic grappling hook and parachute and the newer feature of gliding, but it also has differences like interactable weather hazards (example: you can interact with tornados which was never possible in previous games of the Just Cause franchise). Also, a desirable aspect of a sequel would be a similar function of the original except upgraded. A good example is Destiny 2 weapon perks, where you can change which perks you have on a weapon. Such a feature was never available in the original Destiny, as the perks you got on a weapon were permanent and couldn't be changed.

One may think that similarities and differences are the key components to a good game sequel, but that would be incorrect. A game sequel can have a balance of similarities and differences yet still be a bad game sequel because of something else. That could be something like a poorly written plot or treating the characters that were in the original poorly, or it could be a difference from the original being a bad difference like downgraded graphics or game controls that aren't as intuitive as in the original.


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It's entirely dependent on the franchise. It doesn't matter how polished/"polished" the sequel is if it can't capture what made the original great, and every franchise has a different "standard". The very general formula for making a good video game sequel, in my eyes, is looking back at the original and seeing what innovations you can make to make the gameplay more fluid and fun. If story is a big part of the game, one should look for the best way to flesh out the characters and the world in a way that's fun to interact with, which means not just walking and watching cutscenes.


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For me, there should be some changes, hopefully fixing the annoying parts of the previous game and improving it, but mostly it should be "more of the same". I want to see the continuation of the story with the game not being substantially different. 

I think the Borderlands series, for example, got it mostly right - each new game adds to the story and usually fixes some annoying parts of the previous games.

  • Brohoof 1
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Sonic the Hedgehog 2, Riven (Myst 2) and Mighty Morphin' Power Rangers:  The Movie (SEGA Genesis).  The final one was the only time the plain and original :secret:White Tigerzord was playable in 2 stages.  Provided by that cool:yay: sound sequence for Warrior Mode:sneer:  

 


 

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Gameplay-wise? Well, as others have said above me, it's important to keep that aspect very much how it felt in the first one. Not changing the entirety of it so players who are used to the original don't have to relearn things. It should feel familiar and make you go "Yeah, this is how you play this series". At the same time, no original game is perfect and it's just as important to make improvements on gameplay where they failed in the previous entry. In addition, incorporating new elements to make it feel fresh and give players something different to keep them hooked. Things like, for example, new power-ups, abilities and skills, new items to find, etc. 

Story-wise, think of what you want to see in the sequel of a movie. You'll want to not necessarily tell the same story, of course, but also expand on concepts that were present in the original. Themes, stakes, different locations, new characters that fit in and work well with the previous characters whether they be a protagonist or antagonist, all that kind of jazz. 

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