Chuck Wendig said:
Evolution, Not Deviation
Chuck Wendig considers the delicate balance of innovation and imitation that turns one sequel into an emblem of betrayal and another into a beloved successor.
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Certainly a very worthy topic when dealing with sequels, and I think you've framed it very well. To me, it all comes down to the idea of "player equity."
When we buy a game, we're trading currency for it. While we play, we're taking in many different kinds of
alternate currency. It takes many forms: your mechanical knowledge of control schemes, menu layouts, HUD elements, combat and item mechanics; your character's advancement (in skills and equipment) from newbie to hero; your familiarity (and attachment) to the character(s) under your control; your knowledge of the lore, which both deepens the world and affords you advantages in solving puzzles and conflicts, or even just navigating...
Ideally, the sum of this "currency" will outweigh the original monetary cost of the game. You've built up equity in this game. And then we start talking sequels.
You've invested, say, $60 in the series so far. Now they're asking for $60 more. To a certain part of your brain, this new game is $120
total. You're expecting that a certain amount of that "player equity" is going to follow you into this new game. If the game is too great a departure in too many ways, you feel betrayed. Not because the game itself was bad (though it might be), but because
it just invalidated all that built-up equity.
It's not only telling you that you have to start over from scratch in the new game.
It's also telling you that your time in the other game was basically a waste. Is it completely true? Of course not. You enjoyed the hell out of that game when you played it. But when the new game frames the experience this way, it hollows out our memory of the earlier game. And, whether rational or not, this feeling informs how we experience the game (and how we spend our dollars in the future).
A game can get by with changing any of the areas I mentioned earlier, and the existing playerbase can deal with that slight loss of equity... but you just can't drop it
all at once. Different control scheme? Trying keeping some of the characters around. New characters? Make sure the equipment and skills work pretty much the same way. The player's
character is back to being a newbie? Make sure the
player's knowledge of the controls and the lore give him an advantage in your game world. Make sure the player feels that this game builds on what they've gained from the previous installment in one way or another.