Hey, I want some furniture from the 1500s way more than some cheap Aliens toys!
...I may be alone in that. Oh, well.
I am at a point where 'good' fails to placate me as a gamer. Solid, 'fun' gameplay just does not do it, because without supporting something else...it's boring. Good gameplay a final qualifier, it's a fundamental, essential as the base for something else.
Gameplay in a vacuum is futile, as without context to inform it, the actions itself are hollow. Without a reason and purpose for action, action itself becomes motivated purely by external reasons.
Consider this: Gears of War is a shooter, about a war for survival. It forces constant usage of cover for survival because combat is quite lethal, and features copious quantities of blood, gore, and various other brutality. This is precisely because the setting is about brutality in a war of extermination. The gameplay reflects the purpose of the setting, and tension, urgency, reward, and the entire purpose and reason to play rests upon the setting, the world the game is in, and the player instinctively engages and feels 'sucked into' that world, the player's mindset becoming aligned with the characters', fighting and pushing on for the same reasons.
Considering that 'survival' and 'staying alive' in-game correlate, and a reason to fight and a reason to keep playing also align, this is more succinct and profound than one might initially believe.
Take out that context, and Gears of War becomes an abstract math game. So many hitpoints for this enemy, so many for that, this much average damage at this range with this weapon, this amount of damage tolerances and regeneration speed, most efficient solutions, etc. The motivation for playing leaves as does the story, and players will be playing simply because of their own desire to handle an abstract problem.
Gears of War is 'fun' not because of balance, or gratuitous violence, but because the gameplay is designed to reflect and accentuate intensity of the setting. Roleplaying is the reason it's fun.
This also goes for multiplayer, because believe it or not, Yahtzee and the ilk, there happens to be roleplaying there, too, although it's a bit more emergent and player-driven. When the multiplayer game also reflects a setting, the amount of connection increases drastically. Monday Night Combat puts the players in a future-dystopian game show, the complete presentation of the game immersing the player through biting parody of modern sports. Battlefield: Bad Company 2's multiplayer uses concentrated objectives in order to give the semblance of a large-scale war between two modern armies in a miniscule format, as well as auditory and other authenticity, and the results of the battle are given dramatized conclusions to emphasize it. Left 4 Dead flat-out requires teamwork in order to battle through a relentless undead onslaught. Splinter Cell of old had asymmetrical small teams engaging in subterfuge, with the slow, deliberate tension of stealth.
There may be less intricate and sophisticated character-driven narratives than a classic singleplayer setup, but there is still fundamentally-ingrained roleplaying, small-scale story based on the player's minute-to-minute experience as they put themselves inside that world, into that situation, with the drama being between players as there's the conflict over the objectives.
Okay, so I digress. Point being, though, that gameplay itself does not have the draw of gameplay and setting in unison.
Gaming's narrative strengths lie in setting, rather than direction. The ability to be in another world, with the natural immersion that results, is where gaming really shines. Narrative simply works the best when it is integrated with the setting, where things simply happen around the player, and the player has the ability to interact with it, be part of the story through playing, rather than sitting back and let the story do its thing for a cutscene.
Of course, there's also something to be said for cutscenes when executed just right, as Uncharted 2 is a prime example of, but that works when the player simply controls, rather than is, a more defined 'Other' character through a structured story, and the player participates by roleplaying as that character, going through the chain of events as that defined character.
Yes, I'm digressing again. I do this a lot. There is a point, here. I'm getting to it.
The problem with sequels in gaming is that they aren't planned. Practically every instance is a case of, "Hey, guys, we had a hit with that last game, let's do another! Brainstorming time!" So you end up with a sequel for the sake of having a sequel.
There is no reason why you couldn't make a twenty-seven-game-long series or however absurdly long you care to make it and have it be a complete, cohesive narrative, with conclusive, standalone stories for each installment, and everything else you want. But the only way that would ever work is if it were planned right from the beginning, with a plan to do exactly that. Or at least have good enough writers that they could manage to do twenty-seven complete independent stories that tie in with the previous entries and leave it open for the next one.
For some reason, there is an absolute dearth of good writing in the games industry. And I know the reason for that, too.
The average game developer is a programmer/some other technical job that's about building the a game and getting it working. This means an engineer. (Emphasis: Writing skills - Limited) Frequently nerd/geek and all the influences and background that goes with that, too.
This means that games are designed with mechanics in mind, a basic setup which is often created simply to give an excuse for doing something with emphasis entirely on the 'cool' factor. Writers are then brought in to write the story and tie all the levels together.
Thus is the problem, and I've seen this over and over again, where the person who actually writes the story is the last person on-board, often completely fails to understand how storytelling works in gaming or actually doing it properly is too technically demanding to accomplish at that point, and is there simply to tie it all up in twine and slap a 'story' label on the box.
Why can't we start this from the top, the other way around? Starting with the writer, who happens to be well-versed in gaming to begin with, creating a setting, characters and story, plotting it out with a point in mind to begin with, when then gets made along that structure.
Which means that writers are in the lead, meaning more planning and reason to actually have sequels rather than copy-pasting the last game with minor improvements, likely more innovation, (because really, who but a writer specifically designing videogames would come up with unique and innovative ideas over market-demographic trends) more variety as a result, we get improved as an artistic medium, and everybody's happy.
So what's the problem with sequels, again?