Doctorpus M.D: Diagnosing Sequelitis

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The Wooster

King Snap
Jul 15, 2008
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Take a look at the list of the highest selling games of all time and you'll find the majority of the entries are the third or even fourth iteration of a series. Understandably so. When disappointment lurks around every corner and any game, no matter how awesome it looks could be a stinker, the sequel is the closest thing to a sure bet any of us have.

Our desire for good games, games we can really get excited about without having to worry that the whole thing might come tumbling down like a house of cards, leaving us looking like idiots, changes the way we look at sequels. When you're clinging to a piece of drift wood in the middle of the Atlantic you generally don't start criticising its paintwork.

But if you look closely at these games you'll start to notice a pattern emerging. Repetitive little flaws not unlike the results of excessive inbreeding. A chromosome missing here, an extra one there. It's easy to miss at first, the occasional sixth finger or webbed foot, but it only gets worse with each passing generation. Then one day you have to deal with cousin Rodney who has grown six arms, grown lobster claws for hands and started eating passing hitchhikers.

Imagine for a moment that a start up developer has just released a hit. Even assuming they don't instantly get bought out by EA and shipped off to a slave labour camp, they still have to answer to their publisher. The publisher, once they've finished diving into piles of money Scrooge McDuck style, will, quite naturally, demand a sequel. But what they have now isn't just a wild idea some nerds jotted down on a whiteboard anymore. It's a proven earner, a franchise. They just can't leave a potential money spinner to a bunch of programmers and writers, there's too much money riding on the final product. Someone needs to make sure the developers don't go and fuck it all up. So the publisher ambles over to the local crypt and hires some marketers.

[http://doctorpus.wordpress.com/files/2008/09/cthulhu6_s.jpg]
In this picture EA middle management has sacrificed a hundred virgins and summoned 'Market-Go-Shoggoth' Dread fiscal consultant of the southern abyss. Shortly he will open one of his sixteen mouths and, in the voices of a million screaming babies, utter this month's market share analysis.


The main problem with marketers, aside from the fact they have razor sharp teeth and a hardened bullet proof carapace, is that they're not gamers. Now don't get me wrong, not everyone on the development team should be a gamer. Everyone from the writers, to the sound guy, to the tea lady should be fighting constantly with the programmers to get the final product as close to their particular vision as possible. That is how video game art is made.

Marketers however, do not care for art. They don't even care if the game is remotely good, that's not their field. All they're paid to care about is how many people they can sell the game to. They are occasionally necessary. It sometimes takes a good marketer (actually there's no such thing as a bad marketer, they eat their weak and wounded) to stop a self important auteur developer from ruining his own game, but most of the time the influence they have on games, especially sequels, is entirely negative.

So if you happen to be a games developer working on the follow-up to your hit debut game and you're called into a meeting, possibly by a 7 foot tall shambling butler with ill-fitting clothes and bolts sticking out of his neck, I advise you to watch out for the following.
Making it darker
The bizarre tone shift

Worst offenders: Prince of Persia: The Warrior Within, Bomberman Zero, Shadow the Hedgehog

Not darker literally of course; most modern games disgorge so much bloom counter terrorists could use them to clear out buildings. I'm talking about the times when in their desperation to appeal to the McFarlane comic book."

[http://doctorpus.files.wordpress.com/2008/09/bombermanzero3da.jpg]

The worst part is I can't actually think of a way to make this picture seem any more ridiculous.

The most obvious example of this technique gone horribly wrong is, surprisingly, not The Warrior Within (a game, I might add, with a tonal shift so drastic it has become a cliche to complain about it) but is in fact esque shit city, armoured death squads and a gun toting, threat making, car stealing, murdering douchebag with a totally awesome extreme sports goatee which made everyone under the age of fourteen shout "awesome" and everyone over that age want to eat their own head.
"Time Fuckery"
Time Travel

Worst offenders: Prince of Persia: The Warrior Within, Teenage Mutant Ninja Turtles: Turtles in Time

Time travel is just one of those ideas that always crops up eventually regardless of genre or medium. It's understandable of course. The ability to time travel is am obvious power fantasy. Imagine going back in time and giving yourself the winning lottery numbers or being able to answer trivia questions before they are asked! You'd even be immune to whoopee cushions and other practical jokes. From a production standpoint it's easy since you can just use the same set three times and everyone knows that a character's grandparent or grandchild will look exactly like them saving you from hiring extra actors or making extra models. Easy. But the negative effect excessive time fuckery can have on a game cannot be overstated. One needs look no further than the Legacy of Kain series.

It started well enough, with a pair of simple revenge tales, one of which happens to be one of the best games on the Raziel go back in time as a vampire and kill himself, a move I'm pretty sure would cause the universe to implode, he goes on to kill himself (current self) so he can become a magic sword his past self will wield to murder his even further past (pastier?) self.

I'm just putting that out there.

[http://doctorpus.files.wordpress.com/2008/09/2001-a-space-odyssey.jpg]

A gamer foolishly stares directly at the plot of Legacy of Kain: Defiance.
"The one-two-up-the-wazoo"
Make it a trilogy

Worst offenders: Halo 2, Shenmue 2, Metal Gear Solid 2, Ratchet and Clank: Future, Half life 2, God of War 2

You might recognise this one from the movie industry. The one-two-up-the-wazoo is an advanced technique that ensures players will buy the third game in a series, not by making the second game a well rounded, attractive product but by ending it prematurely so players have to buy (and wait for) the third game to find out how the story ends. The only upside to this technique is that it's slightly more subtle than putting a bear trap in the manual.

The main problem with the one-two, aside from the fact it's a cheap, manipulative trick that's designed to score sales for a possibly hypothetical product that is years away, is that it has a chance of miss-firing and bringing the whole series down with it. If a one-two is done particularly badly the second game will not sell as well as the first which actually reduces the chances of a conclusion to the trilogy being made. That my friends, is pure, Morissette grade, irony.

Add to that the fact that sometimes developers go under, sometimes deservedly and sometimes not (for an example look at Ensemble). So what happens if a developer or publisher goes under during a one-two maneuver? Gamers get shafted that's what.

*When this technique is used on the first game in a potential series it is simply called 'up the wazoo'. For a good example of it going horrendously wrong, see Advent Rising.

[http://doctorpus.files.wordpress.com/2008/09/42-15440608.jpg]

"Here is your sandwich. What's that? You want bread? No. That comes out next year."
"The Combine"
Nonsensical game linking

Worst Offenders: Final Fantasy, Dragon Quest, Manhunt 2, Command and Conquer, Silent Hill, The Quake series, Unreal 2, Red Faction 2, The Tales of... series, Shin Tensei: Digital Devil Saga, Rainbow Six: Vegas, etc

We've already established that sequels are generally a safe bet for gamers so quite naturally marketers are going to encourage developers to produce titles under an established brand name. Occasionally this causes marketers to link together games that have absolutely nothing in common.

The Final Fantasy series is probably the most successful example of XLII in between fighting off giant scorpions and trading bottle caps for Iguana meat.

Occasionally a series will reach such critical mass that it will literally collapse upon itself like a black hole and start sucking completely unrelated games into the series. Super Mario Bros 2 is probably the most famous example of a completely unrelated game being edited and re-branded as part of a series. How many original games have been throttled in the development birthing canal then resurrected as a horrifying zombie servant of a gargantuan franchise? Not only is this kind of game assimilation profoundly insulting to the developers whose ideas it subverts, but occasionally it results in a game that actually drags down a good series as a whole. Silent Hill 4 -- I'm looking at you.

That final point brings me to a conclusion. Sequels are an easy bet yes, they're almost guaranteed to be at least decent, but sometimes the easy bet isn't the best one. If a game needs or deserves a sequel then a sequel should be made. If not, then developers should branch out in new directions with new IP's, but they won't do that while sequels are guaranteed money spinners. What can we, the gaming public do about it? I have no idea.

Although pitchforks always work.
sumary
[http://doctorpus.wordpress.com/files/2008/09/gm_package_large.jpg]

Harold, a young man with a hideously bulbous head and terrible haircut, is transported to a disturbing alternate dimension where everyone wears massive collars like it's still the 1970's. There he meets Sandra, a girl with an arm made out of rubber and a shocking lack of knowledge about the stop, drop and roll procedure. Along with their new ally, Kevin Bacon [http://snarkerati.com/movie-news/files/2008/06/bacon.jpg], they must fight against an evil cabal consisting of a elvish demon Nazi chef (top centre), a swarm of well endowed Nazi air hostesses (who are known to be 30% more evil than regular air hostesses), a giant disembodied wolf head, and worst of all, two errant members of the minimalist, German Kraftwerk.


Doctorpus M.D: On Escapism [http://www.escapistmagazine.com/forums/read/9.67834#610710]
Doctorpus M.D: Three gaming jobs that suck in real life [http://www.escapistmagazine.com/forums/read/9.67918#613692]
Doctorpus M.D: Procedurally generated offense [http://www.escapistmagazine.com/forums/read/9.68035#617630]
Doctorpus M.D: "All the world's stage 1, and all the men and women merely goombas" [http://www.escapistmagazine.com/forums/read/9.69300#655209]
Doctorpus M.D: Three gaming outrages that never happened [http://www.escapistmagazine.com/forums/read/9.69531#662909]
Doctorpus M.D: Tits (welcome to Preachyville) [http://www.escapistmagazine.com/forums/read/9.70059#679298]
Doctorpus M.D: Hottie catfight (Return to Preachyville [http://www.escapistmagazine.com/forums/read/9.70116#681255]
Doctorpus M.D: Know what else uses a sandbox? [http://www.escapistmagazine.com/forums/read/9.71490#725840]
 

meatloaf231

Old Man Glenn
Feb 13, 2008
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The picture/caption combos epitomize your style, and add some extra flavour to an already flavourful article/rant. This style of sarcastic dramatization is why I love you so. In a non-sexual way.

Overall, good points, but nothing revolutionary. It's all well thought out, but I think most people already know that (eg.) making so many games more serious is not doing the industry any good.
 

Mr.Pandah

Pandah Extremist
Jul 20, 2008
3,967
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Meh, I don't see whats wrong with Teenage Mutant Ninja Turles: Turtles in Time...I loved that game =P

As said before, your style is excellent and is always good for a laugh. I do like it when people point out the stupidity that is in the game industry, like the faithful joke of "FFXLII". It's a shame that publishers swoop down and take up the reins and overhaul all of the good games and give them "grittier" or ridiculous tones/things of that nature. No risks = no fun. Thats why Turok turned into another space marine shooter/dino hunter hybrid thing. I still had fun with it, but its just another one of those games.

Anyways, solid stuff. Surprisingly easy on the eyes due to your writing skills. Good work.
 

Spartan Bannana

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Apr 27, 2008
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This article was amazing as usual, you made great points, but I disagree with one thing: I liked Jak 2 and 3's shift to darkness, it made the games more intriguing to me.
 

Random Argument Man

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May 21, 2008
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Ok, so far we can't prove that in some way, all Silent Hill are connected. 1-3-0 were connected. 2-4-5 are a possibility.
 

Raven28256

New member
Sep 18, 2008
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Know what a good example of Time Fuckery this year is? Red Alert 3. The series is already confusing as hell, and EA has now made it about as penetrable as a nun with a titanium chastity belt. In Red Alert 3, the Soviets go back in time and prevent Albert Einstein from going back in time to assassinate Hitler so that they can alter the outcome of the war with the Allies. So this effectively presses the reset button for the whole series, and Red Alert 3 is just a retelling of Red Alert 1. Red Alert 2 and Yuri's Revenge never happen now, but had to have happened for the Soviets to lose and go back in time to reset everything. But it gets better. Somehow, the Japanese Empire rises up with their army of Gundam rejects and Japanese schoolgirls with psychic powers (I'm not kidding, the Empire of the Rising Sun's commando unit is a Japanese schoolgirl that kills tanks with her mind) and begins fighting both the Soviets and Allies.

I'll stop now so that all of you may go collect your brains because they have since exploded trying to comprehend that plot. I'm sure the game will be fun, just the plot is a good example of how time travel can completely screw everything up.

Personally, I hate Make it Darker too. I want my sequels to be consistent with the originals. I'm also one of the gamers who bitched and moaned about Warrior Within and Jak II because of how dramatically they shifted the mood of the series.

The Combine gets annoying too. I'll point to Tom Clancy's HAWX, a new flight game in the Tom Clancy brand that comes out next year. I'm happy Ubisoft is trying new things, and HAWX looks fun, but the story of HAWX basically takes everything from every Tom Clancy game and throws it out the window. Now we all of a sudden have this world much like the one in MGS4, where there are PMCs capable of taking on national armies. Yet, there are other Tom Clancy games that take place around the same time as HAWX and never mention ANYTHING like this. It is like everyone went to bed and woke up to find a bunch of PMCs running around wreaking havoc. Then, EndWar, another new Tom Clancy franchise set in the same universe, takes place after HAWX...and yet there is no mention of these PMCs anymore. Wow. So the PMCs just randomly sprouted from the ground one night and then spontaneously died before dawn the next day? Ubisoft has spawned what I like to call "Canon Rape Syndrome." See "Star Wars" for more information on this deadly, highly contagious condition that makes someone rape the canon of their franchise for the sake of more money.

Being a guy who is in college for game design, this is something that really concerns me. I don't want to be forced to work on sequels that completely fuck around with the canon or themes of the original to please the publisher with more money. Sometimes, a game just doesn't NEED a sequel, and making one will just be redundant or force you to commit Canon Rape Syndrome. But don't tell that to a publisher...If the game sold well, then goddammit, a sequel should sell well too, no matter how much is departs from the original!
 

The Wooster

King Snap
Jul 15, 2008
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Random argument man post=9.72381.758444 said:
Ok, so far we can't prove that in some way, all Silent Hill are connected. 1-3-0 were connected. 2-4-5 are a possibility.
Four was literally a different game that was edited to be part of the Silent Hill continuity. That's why the connection was so tenous.
 

Graustein

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Jun 15, 2008
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Khell_Sennet post=9.72381.758600 said:
Final Fantasy. It gets a lot of flack for the "final" part of its name. Final Fantasy never did refer to it being a/the final game of the franchise, the "final" part means the story is the last adventure in each game's unique world, doubly so if you fail. FF-X2 is the second one to fuck this up, the first being #2 way WAY back when...
Actually, the first Final Fantasy was intended to be the death throes of a dying company, making the title very fitting. Little did they know that it would boom as it did.
 

Raven28256

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Sep 18, 2008
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Khell_Sennet post=9.72381.758600 said:
Final Fantasy. It gets a lot of flack for the "final" part of its name. Final Fantasy never did refer to it being a/the final game of the franchise, the "final" part means the story is the last adventure in each game's unique world, doubly so if you fail. FF-X2 is the second one to fuck this up, the first being #2 way WAY back when...
Now time for me to pick at nits.

Final Fantasy was named so because Hironobu Sakaguchi planned to do one more game before he retired. That game was Final Fantasy. He also thought it was a bit of dark humor because, at the time, Square was in the crapper and Final Fantasy was going to be one of their final attempts at saving the company from total ruin.

So the title really has nothing to do with the plot of the game. It is a little play on words to describe both Square's financial difficulties at the time and Sakaguchi's original plan to leave the industry after the game was finished. That makes the title even worse, because Square clearly isn't in such bad shape that they can only afford to make one new game. So all the original reasons for the title aren't there anymore, they just don't want to let go of the franchise because each game makes them enough money to buy a small third-world country.

In any case, I actually don't like Final Fantasy. Then again, I generally don't like Japanese entertainment in general, be it anime or JRPGs, beyond a VERY few exceptions.
 

poleboy

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May 19, 2008
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Very good article. Your writing seems to improve rapidly, or maybe I'm just getting more used to it. While I agree on and laughed at most of your points, I can't say that I usually find original games to be inherently better than sequels, but I have a high tolerance for repetition (I play and enjoy muhmorpegers after all).
For instance, while I think Shadow of The Colossus was a fun and original game, it annoys me a bit that people praising its awesomeness seem to forget that a large part of the game consisted of riding your horse around a huge, greyish-brown and utterly empty world, listening to your character go "hey! Heyaa!" again and again because you wanted to keep your horse at top speed. And the controls were pretty clunky.

Slight nitpick: I'm not a native speaker, but this confused me:
Decoy Doctorpus post=9.72381.758223 said:
The most obvious example of this technique gone horribly wrong is not surprisingly The Warrior Within (a game, I might add, with a tonal shift so drastic it has become a cliche to complain about it) but is in fact Jak 2.
Shouldn't it be suprisingly not? I had to read it three times before I understood what you were trying to say.
 

The Wooster

King Snap
Jul 15, 2008
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poleboy post=9.72381.758864 said:
Slight nitpick: I'm not a native speaker, but this confused me:
Decoy Doctorpus post=9.72381.758223 said:
The most obvious example of this technique gone horribly wrong is not surprisingly The Warrior Within (a game, I might add, with a tonal shift so drastic it has become a cliche to complain about it) but is in fact Jak 2.
Shouldn't it be suprisingly not? I had to read it three times before I understood what you were trying to say.
Actually you're spot on. But it's a typo rather than a full blown error. What I actually meant was.

"was not, suprisingly, prince of persia..."

I use that a lot. Editing now.
 

The Wooster

King Snap
Jul 15, 2008
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RAKtheUndead post=9.72381.759049 said:
Once again, a fantastic Doctorpus M.D. supplement, and I agree completely (something which I'm not known to do with these supplements - I usually come up with some point of contention on them).
Thanks. This one came out pretty good. ALthough it seems to be sinking fast. Don't be put off by the word count people! There's pictures!
 

The Wooster

King Snap
Jul 15, 2008
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Random argument man post=9.72381.764659 said:
Why don't you suggest this to the Escapist for an article. Since you are king of the yetis and all.
So you little bastards can ignore me even easier? I AM YOUR KING!

On a serious note. I am eventually going to pm someone about some column space. Probably once my writing has got a little better and you know, my topics don't sink into the mud like Luke's x wing.
 

Maet

The Altoid Duke
Jul 31, 2008
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Indigo_Dingo post=9.72381.764683 said:
And I'm slightly suprised you left Resistance: Fall Of Man out instead of using it as an example of a game exiting on a cliffhanger.
There's a cliffhanger ending in that game?? Now my resolve to finish that damn thing is weaker than ever...

I liked it, but I don't think it's your best. The neat divisions of "introduction + points ranked in strength from weakest to strongest" doesn't really suit you (and I say this with great apprehension since it sounds presumptuous, even to me). It just doesn't feel quite as focused as it should have been.

An excellent article by any other user, but I expect more since you're clearly a cut above the rest.
 

The Wooster

King Snap
Jul 15, 2008
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Indigo_Dingo post=9.72381.764683 said:
You missed GTA on "The Combine" - the games within the chapters have a loose association at best, and beyond that they have nothing in common.

And I'm slightly suprised you left Resistance: Fall Of Man out instead of using it as an example of a game exiting on a cliffhanger.
You're quite right about GTA but I wasn't aware that Resistance was a sequel.
 

The Wooster

King Snap
Jul 15, 2008
15,305
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Indigo_Dingo post=9.72381.764881 said:
Decoy Doctorpus post=9.72381.764824 said:
Indigo_Dingo post=9.72381.764683 said:
You missed GTA on "The Combine" - the games within the chapters have a loose association at best, and beyond that they have nothing in common.

And I'm slightly suprised you left Resistance: Fall Of Man out instead of using it as an example of a game exiting on a cliffhanger.
You're quite right about GTA but I wasn't aware that Resistance was a sequel.
Notice I didn't say one-two whatever, I just thought you'd actually give an example of a game that took said gamble.
I did. Advent rising.

As for the whole movie industry thing. Well, I think I mentioned that as well.
 

The Wooster

King Snap
Jul 15, 2008
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Indigo_Dingo post=9.72381.765187 said:
Decoy Doctorpus post=9.72381.764905 said:
Indigo_Dingo post=9.72381.764881 said:
Decoy Doctorpus post=9.72381.764824 said:
Indigo_Dingo post=9.72381.764683 said:
You missed GTA on "The Combine" - the games within the chapters have a loose association at best, and beyond that they have nothing in common.

And I'm slightly suprised you left Resistance: Fall Of Man out instead of using it as an example of a game exiting on a cliffhanger.
You're quite right about GTA but I wasn't aware that Resistance was a sequel.
Notice I didn't say one-two whatever, I just thought you'd actually give an example of a game that took said gamble.
I did. Advent rising.
I know. I just thought you would've taken the moment to bash it.
Why exactly would I do that? I don't rate the game at all, it's thoroughly mediocre, not bad.
 

shadow skill

New member
Oct 12, 2007
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First off time travel has been a part of the Legacy of Kain games since Blood Omen. Secondly causality loops are common in time travel fiction so to say that the plot became absurd when you find Raziel killing himself is what is absurd. In Raziel's case killing his human self allows for him to be resurrected as a vampire and eventually become Soul Reaver; it's actually a rather interesting way to avoid a classic grandfather paradox. This is all of course assuming that you understood the plot to begin with. Particularly how time itself behaved in this set of games.