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So we've got a fancy new site here. Lets try and get some quality discussion going on it to show any new members that we're a highbrow lot. I have been seeing comments online about how there is too much hype for sequels and not for original games (because it totally hasn't always been like that) in the industry.
But that got me thinking. What exactly do we mean by a sequel in a video game? A sequel in films (the medium most often compared to video games it seems) and books a sequel is defined as a continuation of a story. The story is generally the most important part of these media other than in the more "artsy" pieces, but we're talking about the mainstream here (I suppose many people argue that films like Michael Bay's adaptations of Hasbro toys is less about story and more about giant robots punching each other in the face, though I would say that there is far too much of the former and not nearly enough of the latter, but I'm getting rather off the topic at hand now).
But of course, there is another entertainment that is very comparable to video games, though that comparison is seldom made, that invariably have no story other than a slight background as a framing device: Board games. The word sequel is used to describe iterations of these too, though the idea of continuing the story of a board game is pretty laughable. For board games a sequel is about expansion or refinement of the gameplay elements (ludological elements as our friend Mr.Dodds Brindle might say). This definition is very relevant to video games too. Story in games varies from non-existent to the entire point of the enterprise.
So what do we mean when we say sequel in relation to video games? Are we talking about the narrative or the mechanics? Well, it seems we're talking about both. Clearly most game sequels are both a story and gameplay sequel to its predecessor, but not always. Sonic Advance 3 is called a sequel to Sonic Battle because it continues some elements of the story (the robot Emerl/Gemerl who servers as a major gameplay element and final boss in both games) but they are very different genres (Advance being a 2D platformer and Battle being a (mostly) 3D beat-'em-up). Conversely the Final Fantasy games took until X-2 to have a continuation of a previous story but the long list of iterations are still often called sequels to each other due to sharing many gameplay elements and themes (and of course, that they are numbered sequentially, more on that in a minute).
So then why is Amensia: The Dark Decent not generally called a sequel to the Penumbra series? It was made by the same people and the two probably have more similarities in mechanics than Final Fantasies XIII and VII. I think the answer is unfortunately marketing. Why is Bioshock Infinite a sequel to Bioshock despite being set in a different universe? Because it shares themes and mechanics with the original game but, I think, more importantly because the marketers want you to associate the two games and buy the new one based off liking the old one. Now, there's nothing actually wrong with this - I don't mind them sharing a name or making a game with similar themes to the old one - but I think we're allowing publishers and marketing teams to define what a sequel is for us without us actually giving it much thought.
Now back to the original issue: What exactly do people mean when they say they don't want to see so many sequels? I doubt they've thought on the meaning of those words nearly as much as I have just now. So it makes it hard to tell. Perhaps they're not even positive what they mean themselves. Are they sick of the same stories? Of the same gameplay? Of the same names? They generally don't make it clear. I suppose they could just be sick of publishers trying to cash in on previous successes, though that is just in their nature.
I can't help but wonder would these people be contented if these games just had the name, plot and dressing changed and left with the exact same gameplay? Throwing out the previous techniques and mechanics with each project seems a bit mad to me. Refinement is equally as important as innovation I think, it not more so. We don't complain that Hitchcock used similar camera techniques in different films or "Jesus Dickens, not the third person past tense again!"
So in conclusion: Shut the hell up and just enjoy the flashy make fun machines.
But that got me thinking. What exactly do we mean by a sequel in a video game? A sequel in films (the medium most often compared to video games it seems) and books a sequel is defined as a continuation of a story. The story is generally the most important part of these media other than in the more "artsy" pieces, but we're talking about the mainstream here (I suppose many people argue that films like Michael Bay's adaptations of Hasbro toys is less about story and more about giant robots punching each other in the face, though I would say that there is far too much of the former and not nearly enough of the latter, but I'm getting rather off the topic at hand now).
But of course, there is another entertainment that is very comparable to video games, though that comparison is seldom made, that invariably have no story other than a slight background as a framing device: Board games. The word sequel is used to describe iterations of these too, though the idea of continuing the story of a board game is pretty laughable. For board games a sequel is about expansion or refinement of the gameplay elements (ludological elements as our friend Mr.
So what do we mean when we say sequel in relation to video games? Are we talking about the narrative or the mechanics? Well, it seems we're talking about both. Clearly most game sequels are both a story and gameplay sequel to its predecessor, but not always. Sonic Advance 3 is called a sequel to Sonic Battle because it continues some elements of the story (the robot Emerl/Gemerl who servers as a major gameplay element and final boss in both games) but they are very different genres (Advance being a 2D platformer and Battle being a (mostly) 3D beat-'em-up). Conversely the Final Fantasy games took until X-2 to have a continuation of a previous story but the long list of iterations are still often called sequels to each other due to sharing many gameplay elements and themes (and of course, that they are numbered sequentially, more on that in a minute).
So then why is Amensia: The Dark Decent not generally called a sequel to the Penumbra series? It was made by the same people and the two probably have more similarities in mechanics than Final Fantasies XIII and VII. I think the answer is unfortunately marketing. Why is Bioshock Infinite a sequel to Bioshock despite being set in a different universe? Because it shares themes and mechanics with the original game but, I think, more importantly because the marketers want you to associate the two games and buy the new one based off liking the old one. Now, there's nothing actually wrong with this - I don't mind them sharing a name or making a game with similar themes to the old one - but I think we're allowing publishers and marketing teams to define what a sequel is for us without us actually giving it much thought.
Now back to the original issue: What exactly do people mean when they say they don't want to see so many sequels? I doubt they've thought on the meaning of those words nearly as much as I have just now. So it makes it hard to tell. Perhaps they're not even positive what they mean themselves. Are they sick of the same stories? Of the same gameplay? Of the same names? They generally don't make it clear. I suppose they could just be sick of publishers trying to cash in on previous successes, though that is just in their nature.
I can't help but wonder would these people be contented if these games just had the name, plot and dressing changed and left with the exact same gameplay? Throwing out the previous techniques and mechanics with each project seems a bit mad to me. Refinement is equally as important as innovation I think, it not more so. We don't complain that Hitchcock used similar camera techniques in different films or "Jesus Dickens, not the third person past tense again!"
So in conclusion: Shut the hell up and just enjoy the flashy make fun machines.