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+ - How to Make a Good Gaming Sequel->

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 that they have made to the formulae of their franchises. By doing this, he comes up with a list of six 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 that 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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I've never been canoeing before, but I imagine there must be just a few simple heuristics you have to remember... Yes, don't fall out, and don't hit rocks.

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