Recently, I
purchased the game Sly Cooper: Thieves in Time.
There were a number of things about this game I found strange. It was a cross buy with the Playstation Vita,
it was $40 instead of the usual $60, and it had no instruction manual,
preferring to have its controls printed on the reverse of the cover. While all these things offer interesting
discussion points, I have a different topic I want to cover. You see, when I played Sly Cooper: Thieves in
Time, I thought to myself, "Huh...this is a lot like Sly 3: Honor Among
Thieves." And you know what? That's okay.
That's not a bad thing. I know tons
of people who cry foul about how every New Super Mario Brothers game just
rehashes Super Mario Brothers 3, but...it's still fun, yeah? Safe sequels aren't always a problem. Sometimes, they can even be a blessing.
Look familiar? That's not always a bad thing. |
As I so
often do, let me defend myself from any accusations. Yes, it is important for games to keep
evolving. No, game designers should not
get lazy, nor should they be willing to settle for what's profitable rather
than trying something new. Yes, I love
games that try new things, like Flower, Journey, or the Trauma Center
series. But you know what? I also loved Mario Galaxy 2. I enjoyed Bioshock 2. Dragon quests 4-9 are among my favorite RPGs
of the last twenty years. And yes, they
are all games which have been done before.
Here's the thing. The games
industry constantly tries to innovate.
However, eventually, you're going to hit a plateau where innovation is
no longer possible through game design and instead relies on technology. We're reaching that point now, with
accessories like the Kinect, WiiU controller, or Sixaxis controller offering
some of the only new types of game experiences.
Sure, games can play differently, look differently, or tell different
stories, but looking at them, at least one person can say it's "Like _____,
but..."
These graphics are the norm for Dragon Quest 4-6. Yet the story and tweaks to the norm make each game just as engaging as the last. The best definition of a safe sequel. |
My point
is, you don't need to reinvent the wheel with new technology or try a UI no one
has ever tried before or do something stupid or annoying simply because it's
"new." Sometimes, what we want
is a sequel where we know what we're getting.
We want a new story to be told and new music, certainly, but the
gameplay can largely remain the same.
Look back at Sly Cooper: Thieves in Time. Is it better than Sly 3? probably not.
Is it derivative? A little
bit. Does it still give you that Sly
Cooper experience with the wacky characters, interesting music cues, off beat
mini games mixed with stealth gameplay, and comic-book like story? Absolutely.
It gives the Sly Cooper experience.
And that experience is fun.
Still plays almost exactly like Sly Cooper 3, but now they're time traveling. Yes, please! |
Fun is the
whole point of playing games, most of the time.
Whether you are suffering against insurmountable odds in Dark Souls or
blowing people up in Call of Duty, you play because you enjoy it. Some games, like Spec Ops: The Line, can be
engaging without being fun, but most gamers play to relax and enjoy
themselves. So, if a game is fun...who
cares if it plays like an older title? I
think we could have done with a few more "Safe sequels." Look at Devil May Cry 4. It left gamers with several unanswered
questions about the Devil May Cry universe that may never be answered thanks to
the DMC reboot. However, if Capcom had
used the same game engine with a new story?
We'd have eaten it up. It'd be
the same fun, challenging, over the top kind of game, even if nothing new was
added beyond the story. And it'd
probably take less time to make, as well.
Look, it's a decent game, but what about all our questions?! Who was Nero? What happened to Dante after he went to hell in DMC2? Is Virgil still alive somewhere? |
Safe
sequels do have a place in the games industry, no matter what people might tell
you. For everyone who groans about the
latest New Super Mario Bros. game or whines about how Kirby's Return to
Dreamland is just a copy of Kirby's Adventure on the NES with prettier
graphics, there are dozens of people who just sit down, play the game for fun,
and really enjoy it for what it is. A
pleasant way to pass time. Challenging,
visually stimulating, familiar...it doesn't need to reinvent Kirby as a
psychotic monster or give Mario a long, in-depth story. They're enjoyable because we're familiar with
them. And I think that too often people
forget this. New does not always mean
better. A recent new release, Ni No Kuni,
used a real time battle system that was somewhat flawed in my opinion. Many of these flaws could have been avoided
if it had used a traditional turn based system.
However, the fear of being labeled "just another JRPG" or
derivative made the developer, Level-5, feel like it HAD to innovate. Like it HAD to try something new. Ni No Kuni would have been a success
regardless of combat, because of the beautiful graphics, whimsical story,
amazing music, and the adventure it took players on. To me, it just feels sad that I had to suffer
some annoyances because it had to be "New." You don't need to reinvent the wheel. Not always, anyway.
I love this game. It's beautiful, whimsical, and a blast to experience...but real time combat was not what it needed. You coulda gone old school on this and it would've been way more polished. |
That being
said, let me offer a warning. I do
believe that safe sequels have a place in the games industry. That they're not really a problem if they're
fun. However, for both players and game
companies, if you dilute the brand, then you'll only hurt yourselves. I have no problem with safe sequels. But boring sequels? Those, I can't stand. And it's important that people know the
difference. Yes, New Super Mario
Brothers 2 and New Super Mario Brothers WiiU are enjoyable but they came out
with such rapid succession and didn't really do anything with the story, graphics,
or tweaked gameplay, that make buying one version more attractive than buying
another. It's like a 2010 vs a 2011
version of a sports game. You're paying
for a slightly better coat of paint and maybe an updated roster. The reason I saw Sly Cooper: Thieves in Time
is an okay kind of sequel is because it'd been almost a decade since Sly
3. It was time for Sly Cooper to make a
come back. Do you need to wait that long
for every safe sequel? No, of course
not, you want your players to remember the series and for it to still be
relevant. However, if you churn out
sequel after sequel, year after year...then players get bored. They get tired of paying $60 once a year for
an update. The Call of Duty Modern
Warfare series, which has a new iteration on an almost yearly basis, is a good
example of this. It's still fun to some
people, certainly...but will it still be fun ten years and ten to twelve CoD
games down the line? Companies are diluting
the brand with constant releases and all it will do is hurt the games.
I picked a screen from a CoD game at random. Can anyone besides the super hardcore fans even tell me which game this is from? Yeah...that's how many CoD games get released on an annual basis. |
I do think that story based
games, especially RPGs could get away with this a bit more often. Legend of Zelda: Majora's Mask was built to
be a safe sequel, using the same engine as Ocarina of Time, the same graphics,
the same character models, etc. and made in roughly a year. However, it gave us a new story, new places
to explore, new people to meet...it gave us new horizons. Games which rely heavily on gameplay, like
modern warfare shooters, Mario games, racing games, sports games, etc. don't
always have something new to offer players.
Maybe a new weapon or new set pieces, but...it's the same basic
experience. With no new experience, the
game becomes bland. A safe sequel needs
to be what we are familiar with, but also it needs to have something different
which will engage the players. A new
story, tweaks to combat, worlds that have never been explored before in that
universe, etc. A good example of this
done well is the Dragon Quest series. Dragon
Quest has, as a series, basically recycled the same battle system for years,
with a few slight variations. But the
story is always different. In Dragon
Quest 4, players take control of a number of different characters with
different goals, jobs, and worries, whose stories all intersect. In Dragon Quest 5, you play from childhood to
marriage and team up with your children to fight evil. In Dragon Quest 6, players are wrapped up in
a battle for two worlds which are parallel, yet hidden from one another. Even if the gameplay is the same, or slightly
tweaked, they offer a different experience from previous titles, while still
being familiar.
Safe
sequels are, in my opinion, like a fine wine or brandy. You can drink them up as soon as the
developer wants to release it, but the flavor will be lacking. Give the property time to age properly and
the safe sequel will be much more warmly received. New Super Mario Brothers was basically a safe
sequel to Super Mario Bros. 3 on the NES.
But people ate it up because it'd been over a decade since they'd had an
experience like that. Fast forward to
the fourth New Super Mario Brothers game, recently released for the WiiU, and
people are a bit more...indifferent, or disappointed. Does that mean they don't have a place? No, they absolutely do, but you need to think
of properties as an investment.
Sometimes, you need to wait before trying to cash out with them. If another ten years passed with no New Super
Mario Brothers games, players would probably be more receptive to another entry
in the series.
Maybe you should give this franchise a little time off, Nintendo. If the images were shuffled around, do you think any of us could tell the difference? |
Humans are
a bit confusing, at times. When we hear
a story, we want closure, because that way we can move on to the next great
story, feeling satisfied with what we just experienced. However, that doesn't mean we never want more
stories or more experiences like what we just had. We just don't want them back to back. Gamers are sometimes like comic fans. We enjoy continuity. We enjoy seeing the next part of the story
that takes place after what we just saw ended.
But we need time to digest the experience. Time to try other things before the next
chapter is released. This is one of the
reasons I enjoyed Final Fantasy 4: After Years, even though it was
critically panned. Because it'd been
long enough that I wanted to hear more of the story and experience that classic
Final Fantasy gameplay.
Save for a slightly "crisper" look, FF4: After Years plays just like it's predecessor. And that's why I enjoyed it. New story, new characters, same old Final Fantasy. |
The take
away from this is twofold. First, game
companies, recognize if you're milking a franchise too much. If you keep churning out sequels on a yearly
basis and people keep groaning, maybe lay off them for a bit until we're ready
for the next part of the story. It'll
help keep the brand strong and players interested, rather than
indifferent. Second, gamers who always
whine about sequels that are "just copies of the original," or what
have you, take a step back. Is the game
still fun? Are there more sequels incoming
on an annual basis or is this the only one we get for a while? Do we get a new experience, even if gameplay
is similar? Some safe sequels are
problematic, but don't bash on a game just because it's like the original. If it's fun, lay off.
Innovation for the sake of a fun, enjoyable experience is the cornerstone of Journey, which uses the oldest storytelling trope known to man. Innovation works here. |
Innovation
does not equate to quality. Jim Sterling put it best when he said that innovation was the game industry's snake oil. Innovation for the sake of making a
game more fun is great. Innovation for
innovation's sake is just going to end up with a product that is lacking,
either in polish or enjoyability. At
some point, you can't really innovate anymore.
So, stop saying that innovation equals quality and something familiar is
holding the industry back. Safe sequels
aren't always bad. Many times, they are
an enjoyable romp through familiar territory with a new twist or experience and
they help keep their brand and their developer afloat.
Now, where's Devil May Cry 5 or Dark Cloud 3? I'm waiting...
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