Neurotic Void Melody said:
almost everything is technically some sort of spiritual successor to something else. it's really not that terrible, just an unavoidable part of our culture.
That isn't really what a "spiritual successor" (henceforth, "SS" for short) means. It's a specific thing, more than just games sharing elements, being made by some of the same people or being the same genre. There are hundreds and hundreds of FPS games, they aren't all "spiritual successors" to Doom. They're FPSs certainly, but a SS is something else. I will explain below...
CritialGaming said:
I always thought "Spiritual Successor" was kind of a lazy descriptor. It's a term that is trying to describe a new game and Ip as something similar to an old game and IP in order to help describe to the customer what to expect.
None of those game are related other than in gameplay elements and feel.
In a sense, gameplay elements and feel is entirely right, but not also not quite. A spiritual successor (SS) is when the developer
deliberately sets out to try and capture *some part* (large or small) of the spiritual predecessor. It is a statement that the new game will try to have the soul, the essence, the core, the feel of the original, but turn it into something (usually entirely) new. In a real sense, it is trying to capture the way the original made you feel or the same/similar gameplay elements.
Dragon Age:Origins wasn't a great SS to BG2, but did try to capture the group focused gameplay: the real-time pause strategic combat, the group interactions (romance, bickering, etc), the role of the player character (ie. being the protagonist of a story simultaneously personal and epic in scope).
But as with most examples, being entirely different IPs (BG2 was D&D, KotOR was Star Wars, etc), devs couldn't use the same setting (see my Planescape: Torment example above). So that means new setting, new characters, new story...but capturing some of the core of what made the games great.
Dishonored is a SS to Thief, certainly much more than the 2014 reboot travesty ever was. Heck, Arkane even got Stephen "Garret" Russell to voice Corvo in 2! That's right, Dishonored 2 did what fans wanted, while Eidos Montreal were unable or unwilling to do, and it goes without saying which one did better (
the Thi4f team were laid off). Eidos were too busy motion-capturing some knob in their shiny new mocap facilities because some other knob thought us fans wanted a mocapped knob more than Stephen Russell.
I would add one thing, tho it's a personal thought and could probably be argued either way. I think a SS also needs to be "sufficiently different" from the predecessor. To illustrate what I mean, I would not describe The Surge as a SS to Dark Souls. The reason being the same as why not all FPSs are SS to Doom. In those cases, they never intentionally set out to recapture the feel or moment to moment gameplay of the original. In The Surge's case, it's kinda pure Souls. It isn't deriving something new, it's more of the same, another entry in the genre. The devs never set out to capture the essence of Souls, they copied it almost wholesale. It's a pretty good game, don't get me wrong, but my point stands.
Chimpzy said:
Various people involved with Mass Effect have admitted to a whole bunch of major and minor influences including Star Trek, Star Control, Starflight, Firefly, Lovecraft, Fritz Lang's Metropolis, Syd Mead, Blade Runner and of course previous BioWare games.
I don't think Mass Effect was itself a spiritual successor to anything. It might have had influences from many sources, but
while DA:O was stated to be an SS to BG2, ME came about because BioWare didn't want to make licensed games anymore.
From Baldur's Gate thru KotOR, all their work was licensed games. That's why Jade Empire came about; they wanted to create and own their own IP. ME was bourne out of
the desire to have their own Star Wars essentially. They wanted their own sci-fi universe, and I remember reading at the time, that they set out to make it "every bit as rich and detailed" as Star Wars. They wrote so much lore, most of it had to go in the codex. Alien races, cultures, histories, technology, galactic politics and that's not even mentioning the characters or plot of the game. That was why ME1 did so well; they had Drew Karpshyn and the original creative team creating this universe, and then the devs expertly crafting a story within it.
Then Mac Walters chalked up and was like kill Shepard, destroy the Normandy, get rid of the crew, f**k the Reapers, we're doing something else. (Obligatory f**k Mac Walters.)
Anyway, ME wasn't really a SS, but BW wanting a sci-fi universe of their own. It's just a shame that the EA takeover at the time of ME2 meant the great role-playing would be no more. Instead they make Mass Effect
themed shooters. The OT was great because they managed to hang on to just enough of the magic, tho it was really running out by the end of ME3.