Creativity in Game Sequels 63
The New York Times (reg. required) has a look at two sequels that manage to recapture some creativity from the original games. Resident Evil 4 and Mercenaries aren't just knock off money makers, a refreshing note in a rehash heavy industry. From the article: "Capcom's invigorating leap into 2005 includes tossing out what had been the basic premise of the series, which centered around a manmade virus that destroyed Raccoon City."
also (Score:5, Insightful)
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Re:also (Score:5, Interesting)
Until I realized that for the most part, it may be that there just aren't many core game types out there, and true innovation in gameplay is rare. What Nintendo manages to do is hold on to those core game types, making some changes and additions, and still keep them engaging and fun and at the same time technologically competitive with the games that get by on newness alone. And if you have a context (franchise, etc.) in which a particular game type works, there's not necessarily a reason to abandon it. The reuse of franchises allows them to refine the gameplay experience instead of having to worry about both creating a new brand and delivering good game mechanics.
Granted, there are new and original games out there. Pikmin, for example, managed to make RTS-style gameplay playable on a console. And the gaming snobs' favorite this year, Katamari Damacy, is indeed unique and delivers both a world and gameplay experience unlike any other game.
Re:also (Score:3, Insightful)
True. But if you never create new worlds and characters, you will never come up with a new Zelda or Mario. Pokemon almost single handedly rejuvenated the Gameboy market, not so much because the RPG was totally revolutionary, but because the new characters struck a chord with the players.
In the case of products such as Star Fox adventures, wouldn't it have been better to intr
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Sequels are *ALWAYS* less creative. No exceptions. (Score:1, Interesting)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:4, Informative)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:5, Insightful)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:1)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:1)
Lucky you... the original Dune (game) was a shnore fest. Although Home of the Underdogs [the-underdogs.org] gives it a rating of 8.75... I did play it after I played Dune2... maybe I should try it again.
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:1)
Star Control 2 (Score:1)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:2)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:3, Insightful)
Re:Sequels are *ALWAYS* less creative. No exceptio (Score:2)
Simply because they have to be related somehow to the previous version, so by definition they cannot be as innovative and original as the first version in the first place, which--aux de counturiarie--had to be different from anything else that came before. Ergho, if anyone says that the sequel is more crea-/innova-tive than one is lieing, simple as that.
So if somebody creates a 30 hour game that stars the same characters and has the same gameplay the whole way through, that's more creative than a game th
Does simply the name define the sequel? (Score:4, Informative)
BTW, Mercenaries is not a sequel, so I don't even know why it is being discussed unless the thread really isn't about sequels and rather about interesting shifts in gameplay.
Re:Does simply the name define the sequel? (Score:2)
Re:Does simply the name define the sequel? (Score:2)
Re:Does simply the name define the sequel? (Score:2)
Coincidentally, a new Mechwarrior was just released, so maybe in a short-circuited way, you're right!
Re:Does simply the name define the sequel? (Score:1)
Swi
Re:Does simply the name define the sequel? (Score:2)
Re:Does simply the name define the sequel? (Score:1)
In the string add:
Googlebot/1.0 (googlebot@googlebot.com http://googlebot.com/)
Re:Does simply the name define the sequel? (Score:2)
An aggrivating control scheme which requires you to drive your character like an RC car.
Re:Does simply the name define the sequel? (Score:2)
To me, that's what defines Resident Evil. I have the RE Remake, but I've never gotten very far into it before giving up due to the frustratingness of the controls.
That said, I've heard that RE4 changes the control scheme. No idea how much better it is though. Anyone with the game want to comment?
I'd love to see a Resident Evil game built off the Eternal Darkness engine. Eternal Darkness had a very RE like interface,
Re:Does simply the name define the sequel? (Score:2)
Anyway, I have RE4, and the controls are fantastic. They're pretty similar to the old ones, but much more action-oriented and faster to use. The aiming in particular is very natural, and all the times I've died, I've never felt it was the fault of the controls/camera. One of my only com
Re:Does simply the name define the sequel? (Score:1)
Re:Does simply the name define the sequel? (Score:1, Interesting)
Re:Does simply the name define the sequel? (Score:2)
Reg-free link (Score:1, Offtopic)
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Difficult To Come By (Score:4, Interesting)
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Re:Sequels or not (Score:1)
Steering wheel eh? Er... Colecovision [rolandit.com]? Just because you never had a steering wheel on a console before, don't assume that no-one else did.
Re:Sequels or not (Score:2)
In addition, online gaming on a console was available on the Genesis/MD and SNES through XBand (as well as many other failed initatives, including the Saturn NetLink modem -- yum, online Sega Rally -- and more recently the Dreamcast, though that's pretty close to "this generation").
We've had MUDs for years, too. Graphical ones, as well.
I stopped reading... (Score:5, Informative)
Resident Evil: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1996.
Alone in the Dark: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1992.
Question: which of the above was innovative?
History is written by the victors (Score:2, Insightful)
Resident Evil 1 came out in the Playstation era, with a much larger number of gamers. The game came at the right time, and it won the mindshare.
There is a difference between who came first and who was able to get "on the map." Invention history has shown that being first does not always get you rem
AITD? Res Evil? Bah! (Score:3, Funny)
Don't believe me? Check out the EVIL bat: spooky screen shots! [atariage.com] (possibly not safe for work, kids or elderly with weak hearts).
Re:AITD? Res Evil? Bah! (Score:1)
You laugh, but I was kinda scared when you were in those catacomb things where you couldn't see the whole maze and the bat would come along... you didn't know where to run...
Re:AITD? Res Evil? Bah! (Score:2)
Re:I stopped reading... (Score:2)
If you want true nightmare wake-up-sweating horror, go see that movie. It is that bad.
The acting was bad, the plot was full of holes, the characters were pretty archetypical and dumb, and the music reeked. The creatures were cool, but in this movie, they were like a candle in a windstorm.
Re:Creativity at ID (Score:1)
I loved the Commander Keen series, as well as SOD, the DOOM series, the Quake series..
I think DOOM III is actually the first of these games that has disappointed me, probably because it was hyped to be scary enough to have people jump up their seats and i didn't have that experience.
Re:Creativity at ID (Score:2)
no, no... to the right
your OTHER right
yeah! that's it! its called a 'comma'! look what it can do:
you can seperate words into LISTS with it, instead of just rambling on in one long sentence like a bum on the street corner
try it out!
Sequel == Game by same publisher? (Score:3, Insightful)
Since when is Mercenaries a sequel? The article calls it Pandemic Studios' [pandemicstudios.com] follow up to "its innovative strategy game Full Spectrum Warrior." Since when is a "follow-up" game a sequel? And what makes this a "follow-up", other than being developed by the same studio? Is Full Spectrum Warrior a follow-up to Pandemic's earlier games like Clone Wars [lucasarts.com] or Triple Play [easports.com] Does that mean Full Spectrum Warrior is a sequel to a baseball title? By that rationale, id's Doom 3 is a sequel to their previous title Quake 3 Arena. Does this seem silly to anybody else?
Not always (Score:4, Insightful)
Re:Not always (Score:3, Interesting)
To be sure, the shift to 3D is a pretty big change, but it's hardly unprecedented (and therefore not particularly "radical"): Legend of Zelda,
I like more of the same (Score:1)
I like something shiny new just as much as the next guy. But when i really enjoy a game, i don't mind if there's a couple of sequels that are pretty much the same thing.
I guess it's because i play FPS games mostly. UT2004 is cool, but i still enjoy regular UT as well.
Same with music. New music can be refreshing, but when i like some artists' music a lot, i'll probably like the next album as well, even if it doesn't have any shiny new innovative sound/songs
Sequel? Bring on the good ideas... (Score:3, Interesting)
By way of example, during development of Inago Rage [dejobaan.com], it was clear to us that players might enjoy a multiplayer mode. This is natural for an FPS, but in Inago, since players also create their own arenas, the idea of collaborative building made it doubly interesting. But it was not something we felt we could do in the time we had. A half-assed multiplayer compontent would disappoint players and diminish the single-player component. So, we didn't add it. What kept this from becoming a disappointment to us (enthusiasm counts for a lot in game development) was the knowledge that we could always add it as part of a sequel, an expansion, or even a version update.
During the development of a game, there always comes a time when you lock down the features and put the pages of brilliant concepts and great player suggestions away. I think that some of the greatest elements in a sequel come about when developers are given the chance to implement ideas they were passionate about in the first game, but had to tuck away for later.
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Inago Rage - A first-person shooter where you build and fly [dejobaan.com]
Metal Gear Solid 3 = Creative Sequel (Score:2, Interesting)
I'm surprised no one mentioned this game. I assume it's because it was released about the same time as Halo2, GTA:SA, Half-Life 2, WoW.
I expected MGS3 to be a run-of-the-mill sequel. I was wrong. It's excellent. The enemy AI and gameplay have been vastly improved. The final boss battle scene is beautiful, and there's a boss battle that takes place over a huge area.
On top of this, the game story is excellent. Seriously, check this game out.