In 2005, Electronic Arts released 26 games. Of the 26 only one was new. Video games seem to be following a sequel pattern similar to the movies. This summer on the movie scene we have X-Men 3, Superman 5, and Pirates of the Caribbean 2. On the videogame front we are looking at NCAA 5 (I think) and Madden 6 (or is it 7?). I think Final Fantasy is on XII! Why are there so many sequels? What has happened to innovation in our video games? Are corporations purposely cheating us by limiting our choices?
Companies have many reasons to produce sequels. For a game producer, sequels are cheaper to make, predictable, and sell well. Most sequels use the same game engine with only a few new features added, because adapting to both changing technologies and different platforms can suck up a lot of a producer’s budget. From the business standpoint, a sequel often produces a predictable revenue stream, which is rare in an unpredictable video game market. However, not all the blame can be placed on the game companies. Gamers are ultimately what drive the market, and if gamers continue to buy sequels, the companies will continue to make them for us.
So why do gamers continue to buy them? There are several reasons. For one thing, most of us started playing games in an online community that focused on one game. In my case, it was Jedi Knight Dark Forces 2 playing online in Microsoft’s Gaming Zone. Many more people jumped in with Halo2 and its clan feature, or in MMORPGs like Everquest or World of WarCraft. After you have been in an online community that focuses on a single game, most members eventually move on to other games. Sequels tend to reunite that group and give us back that feeling we had when it was all new.
Sequels also tempt us with the “New Feature” ploy. “If you loved ‘X’ feature in the first game, then you are really going to love ‘Y’ feature in the sequel.” Sometimes this pans out as in the case of Halo2 and dual wielding. Many times, however, these new features don’t really add a new dimension to the game. Most sequels are graphically superior but not necessarily more fun to play.
Another reason we buy a sequel is that they have similar game mechanics. Sequels make us feel comfortable. Control schemes and gameplay doesn’t need to be totally relearned. If you train to be a sniper in Halo 2, hopefully you will still be a good sniper in Halo 3. I still remember the disappointment I felt when they totally changed the light saber controls when Jedi Outcast came out. For an “old school” player like me with many hours of practice, a new control scheme was just too much to relearn. A good sequel will retain mechanics to retain the existing user base and hopefully add new players as well.
In addition, as is the case for many sports games, these sequels are simply updated editions. We buy the new game to get the current rosters and statistics. It is just not as fun playing a sports game during the season with last season’s roster. It would be nice if the video companies could make the game so you could just download the new rosters, but perhaps more money is to be made in selling a new ‘version’ of the game. Are video game companies unfairly profiting off these upgrades? Electronic Arts, the largest and most profitable of the video game industries, has sought out contracts with the NFL and NCAA to limit competition and thereby lock up the sequel market.
It is interesting to note that in the last few years sequel sales have been slipping. Many gamers have expressed frustration of paying USD $49.99 now USD $59.99 to play essentially the same game each year. Are sequels starting to lose their appeal? Although video game sequels will probably always be with us, there is one way we can influence game companies to change their business models. Let’s fan the creative spark to roar into a blazing fire by spending our money on new creative titles! Pass on your experiences with a great new game so it can catch on. Vote with your hard-earned cash so we don’t all spend eternity in sequel hell!