| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (12)

Posted: Jun 11th 2009 1:30PM (Unverified) said

  • 2 hearts
  • Report
To justify making a new game you need to have something new to add more than just some additional content - then you could just as well make an expansion. Yet for a sequel you have to keep the same feeling of the previous game so you can't really change very much. Shortly put: for a new game you need new stuff, for a sequel you have to keep old stuff. If the sequel has too little new stuff it will just feel like an expansion and people will be pissed, and if the sequel has too much new stuff it won't be a sequel anymore and people will be pissed. Conclusion is that unless you do it almost perfectly making a new game/expansion will be a better choice.

Posted: Jun 11th 2009 3:07PM (Unverified) said

  • 2 hearts
  • Report
I think in the case of FFXI and the forthcoming FFXIV we can answer with a resounding "Yes!".

Posted: Jun 11th 2009 4:46PM Russell Clarke said

  • 2 hearts
  • Report
Ironic that a game called 'Final Fantasy' could spawn 13 sequels.
Reply

Posted: Jun 11th 2009 3:44PM (Unverified) said

  • 2 hearts
  • Report
Who wrote this article? Is it the same person that wrote the one about "persistence" in MMOs?

Obviously, if the world in which you play changes, presumably with FFXIV, or there's a shift in core systems, like EQ2, then yes, it should be released as a sequel.

If you're simply updating graphics, game mechanics or adding new content (a "content upgrade" if you will) then it is an update or, at most, an expansion.

I see little need for more than those two statements in an article like this. Basically, you're asking us if we think that MMO developers should make a better game then the one they have or just keep pumping trash into the one they have already.

Posted: Jun 11th 2009 9:02PM Brendan Drain said

  • 2 hearts
  • Report
Hi Kdolo. The name of massively's writers can be seen to the topleft of the articles. I wrote this article and I believe the one on persistence you're referring to was Brooke Pilley.

I think you're getting the cart before the horse. Development studios don't just work on additions to the game and then decide whether to release them as expansions or sequels. They set out with the explicit goal of developing an expansion or sequel, which have very different development requirements.

Expansions tend to be content-based and not interfere with the previous content, the game engine or game mechanics. A sequel is a new game developed from the ground up. They often take a new approach to the existing game concept or take advantage of new technologies to develop a new game engine without worrying about compatability with previous content. It's often not even the same development team that works on a sequel. In this article, I noted the problems associated with sequel MMOs, including their proven lack of popularity and their impact on the previous game.

Releasing regular expansions is a proven strategy but a third option that I examined in this article is a good iterative development strategy used by games like EVE Online. This includes redevelopment of old content, updates to the base game engine and changes to core game mechanics. EVE Online's expansions, for example, have included major rewrites of the underlying game engine, graphical improvements and overhauls of areas of the game mechanics. This in turn keeps the game fresh in the long-term, promoting a much longer average subscription length.
Reply

Posted: Jun 11th 2009 4:30PM (Unverified) said

  • 2 hearts
  • Report
I like this article because it really encourages companies to constantly update their games. I do have a problem with this thought process because of an assumption that it makes. The assumption is that a subscriber will continue to play the game in its current form.

I have played WoW since about a month after it released. I've taken breaks (usually in between xpacs) because it gets really old doing the same things over and over again. I have 3 80s and many more in the 70ish range, but currently do not play because I'm doing the same stuff that I did from the very beginning.

The major thing that a sequel brings is a sense of discovery and exploration. There is nothing for me to discover in WoW. I know pretty much everything. And when something comes out that changes things a bit, I generally will play for a month or 2, but each time I come back, my interest wains faster.

I think the key for a sequel to be successful is to finalize the previous game. I know that that may be extreme, but if you don't want to fight for subscriptions, its the way to go.

Posted: Jun 11th 2009 9:12PM Brendan Drain said

  • 2 hearts
  • Report
The assumption that subscribers will continue to play their chosen MMO in the long term is based on experience with games that use an iterative development model. If old aspects of a game are being re-developed, the game itself changes over time and has very little chance to become stale for players. I myself have been playing EVE Online for over five years and only gotten bored of it for short periods of time because it's not long before an update or expansion comes along and changes the game for me. I'd even go as far as to say that a longer than average subscription time and constant subscriber growth is typical of games that use iterative redevelopment strategies.
Reply

Posted: Jun 11th 2009 4:57PM (Unverified) said

  • 2 hearts
  • Report
A sequel works when it is the same lore and realm but molded to a different playstyle.

Use Everquest and Everquest2 as an example. The same lore exists in both games, people can equally be a fan of both in this aspect, however they are developed for two wildly different audiences.

Everquest continues to evolve and expand based upon a large raiding core with a more hard core playstyle.

Everquest2 exists as a different playstyle deviation that favors small raiding, with a much more casual playstyle.

There is certainly room for both in the market place, the only question really, is why shouldn't they both be run on the same engine to better capitalize on not repeating that effort?

Posted: Jun 12th 2009 11:00AM (Unverified) said

  • 2 hearts
  • Report
I agree that companies need to stay away from sequels. They need to make it clear that their games graphics/game play can and will change over time. Also when companies make other games, sequel or not, they will lose members from their other games. I know they are banking on getting more subs, but they also need to understand that they will have internal competition for subs. Today’s MMO market is too saturated for sequels and I have stated last year that 6 MMOs will go under. Currently I am 4 short of being correct (Tabula Rasa, Matrix Online)

Posted: Jun 12th 2009 10:36PM GaaaaaH said

  • 2 hearts
  • Report
There are instances where an expansion may be beneficial to the game/company, primarily those that are not based on a subscription model (Such as Guild Wars).

Posted: Jun 13th 2009 4:39AM Brendan Drain said

  • 2 hearts
  • Report
Definitely. Not being a subscription MMO, the business model of Guild Wars is almost exactly the same as standard once-only sale games like the Battlefield games or Team Fortress 2. Sequels are perfectly good for non-subscription games and are really the best way to generate more money from a successful franchise.
Reply

Posted: Jun 16th 2009 5:12PM Izod517 said

  • 2 hearts
  • Report
I agree to a point, however, some games are so broken (FFXI) that a clean slate (lol tabula rasa) is needed. Much of FFXI's fail comes from being tied to the PS2 console and it's limitations (so the devs say) - therefore the only way to get away from that is to move to PS3 / PC only.

Featured Stories

Coming soon
Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW