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Forums - Gaming - gamrFeed: How to make a Good Sequel

http://gamrfeed.vgchartz.com/story/83289/how-to-make-a-good-sequel/

Well, I've seen a lot of people complaining about bad sequels recently (and there are quite a few of those, and sequels in general), so I decided to write an editorial on just what makes a sequel good.

What are your thoughts? Comment on the article or post here.



(Former) Lead Moderator and (Eternal) VGC Detective

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Option 7: Shut the trap of your over jealous lead designer. You know who I mean.

Option 8: Only change things significantly when there has either been a lot of time between releases or when technology allows and justifies a paradigm shift, Fallout 3 vs Fallout 2 and GTA 2 vs GTA 3.



Tease.

Great stuff, but I think Nintendo breaks a lot of those rules; sometimes to great success, and sometimes to great failure. 



 

I think evolution in the content is necessary, or else a game will be too samey and be slammed for it, but the degree of evolution needed can be very different, depending on genre, developer and franchise.

And Assassin's Creed: Brotherhood (which you mention for lacking evolution) brings multiplayer to the franchise, and does it well too. That's a huge evolution in content, even if the single player component shares a lot with the previous game.

Other than that, I agree.