Game Evolution Part 1
The majority of videogame sequels follow a pre-determined formula based on the elements that worked in the original title. As the old saying goes if it ain't broke why fix it? The problem with this mentality is that it only works in an objective world on objective material. If a car is not broken then it is not in need of repairs, if a building is in good condition then it does not need to be knocked down and rebuilt
However as with the majority of artistic and subjective work such as cinema, music, dance and (yes even) videogames, this formula does not necessarily apply.
We can study the trend by examining why sequels in another medium, like movies for example, don't necessarily exceed the success of the first movie. Many of the dynamics that made the first movie succeed have now changed. The audience is now aware of what to expect and all those preconceptions help kill most sequels. In order to make a sequel or derivative work better than the original is to break the preconceptions and still keep the intrinsic value of the story and characters intact.
When audiences first saw the Star Wars trilogy more than 20 years ago they were mesmerized by the world George Lucas had created. His characters and story were unique and people were willing to suspend disbelief in the world he created. However after 20 years there was little he could do that would again surprise the audience. Even with the best-possible special effects the new trilogy did not receive a positive reaction from critics and fans. The writing was lacking and the characters and actors non-convincing and dismal. Moreover the majority of the audience knew exactly where the story was headed. This most-recent version of the Star Wars franchise showed there was not enough interest today to spark the worlds fascination with Star Wars as there was in the 70s and early 80s. Had Lucas changed his approach to the new trilogy perhaps the outcome and reaction might have been different.

Videogames suffer from the same basic break down in a formula. As it stands the videogame industry is as much an entertainment business as the motion picture industry. For example Pac Man made a lot of money when it came out in the 70's. Mrs. Pac Man was a great hack that addressed a lot of the game, control, animation and level problems with the original. Mrs. Pac Man became even more successful than the original Pac Man. However soon after there was a great push for licensing and merchandising the Pac Man label with little innovation coming from the games following Mrs. Pac Man. The industry could not understand why the demand for the title declined when it was once so hot.
A similar trend can be seen with Tetris or any other such title that revolutionized the way the world thinks of videogames. One day it is the hottest game on the market and when the industry releases a sequel interest in the game is almost immediately gone. This is because the market becomes completely flooded with me too titles by competitors. Even the Tetris sequels themselves were still the same basic game only with more color.
In short the entertainment industry (film and videogame) runs on a "baby steps" formula. Afraid of pushing the envelope or trying new things the industry often has a play-it-safe attitude when it comes to creating sequels. The majority of developers rarely want to stray too far from the formula especially if it has worked more than once. After all why should they?
For those that make sport games there is only so much they can accomplish. The parameters are well defined and taking baby steps are the best way to go in sport titles. I.E. win a championship ring, the Stanley Cup or the Vince Lombardy trophy at the end of a successful series and season. In sport games the graphics and details are what begin to change in every revision. For sport games the closer to reality the title the better. Accurate fields, play lists, realistic physics, motion capture sessions, random weather, injuries, these are all elements in sport titles today. These elements were usually added one at a time from year to year. All the advances in football games today could never have been predicted when Mattel released its version of handheld electronic football in the 70s. Taking baby steps for sport games is a safe bet. However that is probably the only genre of games that can succeed and evolve by making minor changes and upgrades year after year.
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