Age of Editorials 2: Age of Sequels


By Contributing Writer Mike Bean
   
   I've been getting deja vu a lot lately, and it usually takes the form of 
"Haven't I played this game before?"  All it takes is one stroll down the 
game aisle in the local store, and you'll see that it's choked with sequels, 
re-releases, and expansion packs.  Am I missing something here?  Is it so 
difficult to actually create games that don't have numbers in their titles?
   Last year's PC game of the year wasn't a sequel.  Half-Life has received 
awards from many different gaming publications, and it must have paid for 
its own development a few times over by now.  Clearly there is still a 
demand for original games, but how does the market respond?  Within six 
months, we have two re-releases (Half-Life: Game of the Year Edition and 
Half Life: Opposing Force) that are out or coming out in the near future, 
and of course, a sequel is already in development.
   Admittedly, sequels make a lot of good business sense.  After all, 
sequels already have name recognition before their development even begins, 
and in an industry where it costs publishers large amounts of money to get 
their products on store shelves, name recognition counts for a lot.  In 
theory, if the first game in a series bombs, the developers can learn from 
their mistakes and make the sequel more like the original game was supposed 
to be.  They already know what pitfalls they should avoid.  And if the 
first game was a success, then the developers already know there's a demand, 
and there is probably some more milk left in the cash cow. 
   Don't mis-understand me; I don't hate sequels.  I have spent many joyous 
hours with quality sequels.  Some games, by nature, demand it.  There are 
always new features to add and rosters to update in sports games, making it 
natural for developers to make a new one every year.  The Wing Commander 
series only became richer and more interesting with each passing game 
(well, up until Wing Commander 4, anyway).  Some games like Alpha Centauri 
tell stories that their predecessors didn't.  Alpha Centauri's core 
gameplay was very similar to Civilization 2's, but anyone who didn't notice 
that they weren't on Earth anymore wasn't paying much attention.  I have 
nothing at all against a worthwhile sequel.  To me, the true test of 
whether or not a game is a worthwhile sequel is this simple question: "What 
does this game add to the series?"  All too often, the answer is, "Not 
much."  Video game developers should remember that what's important is not 
what your product line can do for you, but what you can do for your 
product line.
  On any given month, take a look at the release calendar.  You can bet 
good money that the majority of what you're going to see will be a re-
release, sequel, or expansion pack.  On the PC alone, there's Railroad 
Tycoon 2, BattleZone Gold, Flight Unlimited 3, NHL 2000, a MechCommander 
expansion pack, NASCAR Racing 3, Close Combat Trilogy, JetFighter 3 Classic, 
Prince of Persia 3D, Spec Ops Gold, Armored Fist 3, Dragon's Lair 2, Rage 
of Mages 2: Necromancer, Rainbow Six: Rogue Spear, Age of Empires 2, and 
Panzer General 3D.  Heck, even Hollywood makes fewer sequels than this!  
How many of these titles are truly worthwhile sequels? 
   Curiously, there is a demented idea among developers that sequels can 
encourage buyers to go back and buy the original game.  Even if this is 
true, good luck finding the original game at most video game stores.  I'd 
still like a copy of original System Shock...
   Hypothetically, if Id Software had developed Quake 3: Arena under any 
other name (with equal care and effort), I seriously doubt that it would be 
received poorly. Developers and publishers can usually guarantee themselves
at least some return on their investment if they make a sequel to a game 
that has a reasonably large following.  Why build a new path when you can 
take one you've already traveled?  Does "Enhanced graphics, more levels, 
yadda, yadda yadda" sound familiar to you?  What's really ironic is that if 
developers used even a portion of the effort that goes into the development 
of sequels and used it on original titles instead, it would lead to more 
successful original titles, and thus, more material for future sequels.
   I'm losing interest in keeping an eye out for the latest and greatest 
sequels, and I hope that one day, original games are the norm rather than 
the exception.  In the words of Die Hard's John McClane, "How can the same 
exact thing happen to the same person twice?"  I don't know, John, but why 
don't you ask Lara Croft?  She's bound to have some theories by now...

Send your thoughts on this editorial to mike@mastergamer.com

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