How to Make a Good Sequel

by Arthur Kabrick, posted on 03 January 2011 / 16,772 Views

Sequels have become quite commonplace in today's gaming market. Walk into a game store, and everywhere will be the number "2", with "3", "4" and "13" also making occasional appearances. Thinking up a new intellectual property (IP) is hard work, but it's easy to just slap a number and perhaps a snazzy subtitle on the end of your game's name, tweak the graphics and add a new feature or two, right? Actually, no.

Have a look at GameRankings. You will notice that the majority of sequels attain a lower average score than their predecessors. Reviewers generally think they are making these reasons perfectly clear: "A lack of innovation in the franchise". But that's not always the case. We tend to judge a sequel by much higher standards than we do a new IP, because if it looks and feels like the previous game in the franchise, in our eyes, it may as well be the previous game in the franchise. So what, exactly, causes the sometimes-fatal disease known as "Sequelitis"? Let's use some examples and have a look. I'll be using GameRankings, as it includes a large number of reviews. And just because standards do change over time, and we reviewers can be slightly random at times, I will only be including games where the discrepancy is more than 4%.

But first, a brief word about the whole "did not evolve" thing. I think it's really just a line reviewers use when they want to reduce a sequel's score, but aren't quite sure why. Take Assassin's Creed as an example.

Assassin's Creed II (PS3): 90.47%
Assassin's Creed: Brotherhood (PS3): 91.50%

This doesn't count as breaking the 4% rule, because review scores favour old games, and yet Brotherhood attained a higher score than its (fantastic) predecessor. Brotherhood has evolved less than the large majority of games panned for being "too similar" to their predecessors. Actually, Brotherhood got this comment as well, but it doesn't seem to have affected reviews very much. Anyway, without further ado, the five lessons:



Lesson 1 - Don't Take Six Years to Make Your Sequel
Gran Turismo 4: 89.61%
Gran Turismo 5: 84.69%

When you take six years to make a game, it had better be the pinnacle of game design. Every time you delay a game, your customers grow impatient and begin to think "This had BETTER be good". Yes, GT5 was an enjoyable racing game when it arrived, but it wasn't the brilliant, awe-inspiring game that we were expecting. This doesn't only apply to sequels, but people's expectations for the GT franchise are already extremely high, and six years of development just added to that. As such, this isn't as much of an issue for sequels to mediocre games.

Lesson 2 - Don't Re-Use the Same Engine Over and Over Again
Fallout 3 (X360): 92.79%
Fallout: New Vegas (X360): 83.64%

The Gamebryo engine has been in use for four years now, and New Vegas is exactly why it needs to be retired. When you try to cram a new game into an old engine, it is going to be a mess. New Vegas is considered one of the buggiest (good) games of this generation. Fortunately, Bethesda has already learnt its mistake, and The Elder Scrolls V: Skyrim is using a brand new engine. Oh, and while we're on this point, don't let another developer use your engine. Ever.

Lesson 3 - Try Not to Lose Your Lead Designer
BioShock (X360): 94.95%
BioShock 2 (X360): 87.89%

AND a more extreme example:

Devil May Cry: 92.60%
Devil May Cry 2: 73.61%

Don't get me wrong; I enjoyed BioShock 2 very much. It was entertaining and pretty brutal, in a good way. But without the artistic genius of Ken Levine, well, it felt like it was missing something. A heart. A reason why we should care about any of the characters, or the story. I have no idea how he does it, but he does it pretty darn well. I've heard it argued that this is one of those "did not evolve" games, but I don't quite agree with that. A range of new plasmids and tonics, new weapons, a new setting, and the whole Big Daddy gameplay on top of that. Pretty much the same was true for DMC2. Mikami had little input in the development of DMC2, and it ended up being decidedly average. This one only really works if the original was a good game, which is not a prerequisite for making a good sequel (as we'll see later)

Lesson 4: Don't Get Rid of What People Loved in the Original
Star Wars: The Force Unleashed (X360): 73.88%
Star Wars: The Force Unleashed II (X360): 64.19%

The Force Unleashed wasn't exactly the pinnacle of game design when it launched, but it had one thing going for it: story. Really, everything else sucked, except for, arguably, Force Push and Force Throw. Nobody is denying that TFU II is a much more polished game and that it's better designed to boot. I'm also sure that nobody would deny Revenge of the Sith has better special effects than Empire Strikes Back. And yet, the latter is a better film, and TFU is a better game. Story is more important to a film than a game, but Star Wars is Star Wars, and if the story isn't good, you can't enjoy the rest of it. It was the saving grace of the original and the killing blow to the sequel. Just look at the "good ending". Come ON.

Lesson 5: Don't "Evolve" Too Much
Command &Conquer 3: Tiberium Wars (PC): 85.45%
Command &Conquer 4: Tiberian Twilight (PC): 63.97%

This is perhaps one of the worst sequels ever. When you have a long-running, well-loved and well-received RTS series centred around base building, the last thing you want to do is "evolve" and get rid of it completely. If you change from your predecessor too much, you lose any connection with it, and fans of the old game will not be fans of the new. And with this, I think we can hammer the final nail into the coffin of the "games must evolve" theory.

But enough negativity and broken dreams. Let's take a look at some genuinely improved sequels, and see if the five criteria apply.



Prime Example 1
Uncharted: Drake's Fortune: 89.70%
Uncharted 2: Among Thieves: 96.41%, Several Game of the Year awards.

This will be the least improved sequel on this list, because Drake's Fortune was actually a great game in its own right. But Naughty Dog stepped up to the plate and delivered an incredible experience.
1) This took only two years to make; nowhere near six.
2) Two years, and they still improved the engine. It was also developed in-house, so Naughty Dog knew how to use it.
3) Amy Hennig was the Director of Drake's Fortune, and though her job was split up for Among Thieves, she remained Creative Director.
4) Beautiful environments? Improved. Brilliant characters, dialogue and story? Improved. Actually, this calls for a new lesson.
5) It still felt like the original Drake's Fortune at heart, just a much more polished version.

Lesson 6 - Improve Everything.

This might sound like a given, but very few games actually do it. You might think "it's okay, we'll leave this as it is", which will mean that, at best, it will be as good as before, or even worse, "We'll improve this by making this other thing worse", which is exactly how we ended up with Force Unleashed II. If you leave something unimproved, it will come back to bite you.

Prime Example 2
Assassin's Creed (PS3): 78.82%
Assassin's Creed II (PS3): 90.47%

There was far more room for improvement here, because Assassin's Creed wasn't particularly good. The criteria:

1) Again, two years.
2) Fine, the same engine here, but look at how beautiful Assassin's Creed was to begin with. These rules aren't necessarily set in stone. And again, two years, and an in-house development engine.
3) I said that this wasn't a requirements for sequels to average games, but they still kept Patrice Desilets. The ideas behind AC1 were good; just not the execution.
4) What did people love in the original? Viewpoints? Better than ever. Assassinations? Far more frequent, and without the absurd monologues and menial side-missions that accompanied them. Platforming? Still there in huge quantities.
5) Even though it did improve everything, anyone playing ACII could tell that it was a sequel to AC, and no fans of AC would be alienated.
6) Combat was improved. Story and characterisation were massively improved, as was sound. Even the already-solid platforming was improved.

Prime Example 3
Killzone: 73.92%
Killzone 2: 90.07%

As with Assassin's Creed II, there was plenty of room for improvement, and Guerilla did a fantastic job.

1) Four and a half years, but it was a new platform, and the game did actually live up to expectations, and exceed many, because its predecessor was so mediocre.
2) It would probably be a cause for concern if Guerilla used the same engine on two platforms, so it's good that they didn't.
3) Nobody actually seems to know who directed Killzone, but Mathijs de Jonge did a fantastic job outdoing them.
4) This didn't actually happen, but Killzone 2 was never really marketed to the Killzone audience.
5) Pretty much the same as 4)
6) Everything certainly was improved, from the graphics, to the sound, to the gunplay.

Killzone 2, then, is a special case. You can, in extreme circumstances, just pretend that the original never existed, and go from there. This is an option when you expect the sequel to be FAR better, and when the original wasn't very popular to begin with, so there is no risk of alienation. Your game had also better be pretty awesome, so even the fans of the original will see some new charm here.

So, there we have the six criteria that seem to fit most games. Again:

1) Don't spend too much time on development.
2) Change your engine every so often, and if you can, use one that you've developed yourself.
3) Try to keep the team the same, especially if the original was good.
4) Don't get rid of the parts of the original that people loved.
5) Don't try to evolve too much and forget what made the original great.
6) Improve everything, because one bad aspect can bring the whole game crashing down.

____________________________________________________________

What do you think of recent sequels? What, in your opinion, makes a sequel great? Let us know in the comments.

Disclaimer: This editorial is the work of one writer, and does not necessarily represent the views of gamrFeed, its staff, or its management.


28 Comments

spdk1 (on 06 January 2011)

great article!


edrigo (on 05 January 2011)

great article it's mainly why i come here these days, there are many factors why sequels don't live up to there original counter parts and i think u mentioned the most important one's. I think a few people are throwing handbags becuase they (singularly) enjoyed a game and are now butt-hurt but hey the truth hurts sometimes. i personally think gow2 was a better game than gow3 but it was still a cracking game. Oh by the way i hate it when developers make a smaller game than the original that has less stuff in it especially from crossing from one gen to the next (i'm looking at u gta4!)


DonFerrari (on 04 January 2011)

@mundus6: I agree with your points... @Kantor: if we are discussing the sucess in sales or review reception then i can agree more time to develop will lead to more hype and less score because of nitpicking... but you were discussing the game quality, so in this case i have to disagree with you the time it took can do more benefits. And in GT case they make sucession of the odds number and expand in the evens... so GT5 is the real sucessor of GT3 (almost like the IW and Treyarch) while GT6 will be the sucessor to GT4 (the same scheme of the 5 but a lot more expanded... this is how GT have always been)... I agree with a lot of your points, but not fully... Because one thing is know for certainty there isn't a recipe to sucess.


Kantor (on 04 January 2011)

@mundus: Which is why I set the minimum at 4%, except for the first one.


mundus6 (on 04 January 2011)

Didn't read it, just looked at some of the scores. And i can say this; when the score is within 1 or 2 points margin who cares? Are GTA4 for PS3 better than 360 version? No, yet it has higher metacritic, since it got less reviews. When it varies a lot like say fallout 3 and new vegas; then it shows which game was better. Fallout 3 is a great game, new vegas is not bad, but its unfinished. PC version has gotten fixed somewhat, but both console versions are still broken and unplayable, i couldn't finish Dead Money, cause of a glitch which made it impossible to advance.


vr6GOLFr32 (on 04 January 2011)

Let's just use Uncharted 2 as an example. It kept everything that made UC fun to play and control, but improved on those mechanics to offer a better experience and to keep it fresh. The inclusion of multiplayer, which in my opinion is one of the greatest on the PS3 right now. Improved sp (story, length, action,) and just more polish.


Kantor (on 04 January 2011)

@DonFerrari: Rule 1 is the most important in the case of GT5, because it's considered perhaps the best racing series in gaming history. I know that aggregate review scores aren't the most accurate measure in the world, but they are about as objective as you can get. I've played most of the games in my article, and in some cases, I disagree with the review average, but it's not my place to say that my opinion is final. The general opinion of GT5, from what I've seen, is that it's worse than GT4. It's not just reviewers saying this; it's forum users. Go take a look. As for GT5P, it was the basic shell of GT5. That game was very much a part of GT5's development cycle. I am perfectly aware of how well GT5P sold, and that's precisely because they took so long to make GT5. You may not care about waiting six years for a game, but everyone else does. Look at The Last Guardian. If it's anything short of a masterpiece, everyone will despise it.


peace_lover (on 04 January 2011)

@DonFerrari relax man.., there's a subtle way to give an opinion.. :( , please appreciate it.


DonFerrari (on 04 January 2011)

This failed so hard. When you state a game is better than other because of agregated ranking or reviews it's obvious it won't be worth... Altough Reviewers and you may think GT5 is mediocre and pretty much worst than the predecessor, the people playing it may not agree with you. And following your rules, GT5 did follow rules from 2 to 6, missing just 1, and i don't care the game takes a lot of time to develop... but if you consider GT5P as a launch (it sold 4.9M) then we have 2~3 years development time between it and GT5... So your analisys is really poor... won't even discuss the other fails you made.


peace_lover (on 04 January 2011)

if not because developed for 6 years.., you won't see this "well done" GT5 model cars... :P , very HUGE improvements!, just watch this and you'll realize... http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-evolution


dfhrtjty (on 04 January 2011)

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Freyt (on 03 January 2011)

I'm glad the writer of this articles is a big fan of developers using their own game engine. I can't stand all these games using the Unreal Engine. I mean, it's great for games some of the time, but I don't want all my games to look the same. And I can't believe DmC is going to use it... too.


V-r0cK (on 03 January 2011)

Nice read. Very much enjoyed it.


cr00mz (on 03 January 2011)

If by AC II is an improvment over AC you mean worse story, unnecesarry and pointless PRG elements mixed with some harvest moon type of crap, lousy extras to make the game longer, then yes i would have to say it is an improvment.


4k1x3r (on 03 January 2011)

- "1) Four and a half years, but it was a new platform" So eventhough it was also the case for GT5, it doesn't count? And the fact the in between PD made Tourist Trophy, GT5P and GTPSP doesn't count too? pretty smart reasoning... - "and the game did actually live up to expectations, and exceed many, because its predecessor was so mediocre." Sorry if Killzone wasn't like the mainstream FPS back then.. and it was still the case with Killzone 2, both are awesome. Don't force your personal opinion as if it was accepted by everyone. - "2) It would probably be a cause for concern if Guerilla used the same engine on two platforms, so it's good that they didn't." Is this even a serious statement?


Kantor (on 03 January 2011)

If anyone wants developers to read it, post a link to this on NeoGAF. I dare you :-P Take the "vgchartz" out of the URL. It will still link here.


wiisley64 (on 03 January 2011)

To me Uncharted 2: Among Thieves is a 20% improvement over Uncharted: Drake's Fortune. Same thing with Assassin's Creed II's improvement over Assassin's Creed


Squall_Leonhart (on 03 January 2011)

Very well written and true article :-) if only some game developers would read this and use the rules in their games :-D


reidlosdog (on 03 January 2011)

@Kantor COD4 was a revolution. But I really do feel like when anyone looks at WaW, MW2, and BO, they all look at COD4 and wish for that very same revolution in graphics, smooth gameplay, jaw dropping moments, and insane multiplayer. But we don't have a new console for that. The next FPS that will bring forth all of this is one that sounds louder, looks better, plays better, and is more competitive than all of the COD games. I feel like if Planetside had had a sequel, it would have been that game. My point? You can never improve on a revolution when it's core mechanics are run by the spechs of a system. Where was there to improve on COD4? Everything. But where could they have improved? More vehichles/kill streaks in action? Higher spechs. Smoother gameplay? Higher spechs (and internet speeds). I truly feel like COD4 was the title of this console generation. Nothing will ever beat it. And because of it, every single game after it has chased the shadow of a phantom game, until great capabilities are achieved. KillZone 2 was a slight improvement, but from the ps2 to ps3 and from xbox to xbox 360, it was a big change. Only a new console will do was COD did.


luvtospooge (on 03 January 2011)

Brilliant. Very nice article indeed.


Beuli2 (on 03 January 2011)

Agreed.


Kantor (on 03 January 2011)

@tripleb2k: CoD4 remains the highest-reviewed, and according to most people (including myself), best, game in the franchise. World at War was worse, so it reviewed worse. Modern Warfare 2 was between the two. Black Ops had a fantastic campaign, but the multiplayer wasn't as good. The thing with Call of Duty is that the majority of gameplay comes in the form of multiplayer, so just adding some new perks, weapons and maps is enough. Single-player games don't have that luxury.


Kantor (on 03 January 2011)

@Ostro: That's not really true. Uncharted 2 struck a perfect balance between old and new. ACII did the same. And then, games like Killzone 2 and Red Dead Redemption can just change the entire thing and get a new set of fans. Though I doubt Red Dead Revolver had very many fans.


tripleb2k (on 03 January 2011)

Call of Duty has been following the same path for 4 years now but the reviews continue to go up and down (depending on the developer). Regardless of the review, people either LOVE or HATE it. Those who love it enjoy each sequel more and more... Sometimes things can't be explained. Also God of War III arguably one of the best games on PS3 got a lower score than previous games. Once again, reviews can't justify that.


Toastrules (on 03 January 2011)

Very good read, I think you are spot-on on *many* of the points


Ostro (on 03 January 2011)

could be summed up to: sequels are bad because - new stuff upsets the fans - the same stuff again upsets everyone no chance for "good sequels". Better go with a new name and style changes to let new ideas live


Machina (on 03 January 2011)

Nice article Kantor, I enjoyed reading that.


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