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How To Make a Good Gaming Sequel 150 150

Kantor48 writes "In today's world of unimproved gaming sequels and saturated franchises, Arthur Kabrick looks at the best and worst sequels in recent history, and compares the changes they've made to the formulae of their franchises. By doing this, he comes up with a list of lessons that any game developer creating a sequel should follow, if at all possible, to ensure that the new game is a step up, rather than a step sideways or, as in some cases, a step down. The criteria include ensuring the game does not spend too much time in development, updating technology, and trying not to change the development team, as well as being wary of changing the basic formula so much that fans of the franchise are alienated."
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How To Make a Good Gaming Sequel

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IBM Advanced Systems Group -- a bunch of mindless jerks, who'll be first against the wall when the revolution comes... -- with regrets to D. Adams

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