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Level Up.pdf

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What to Do for an Encore?<br />

What to Do for an Encore? 425<br />

If your game reviews well or sells well, or if your publisher can afford to pay<br />

you a second time around, then you may get to make a sequel. Publishers<br />

like sequels. Now that I have worked for both a developer and a publisher, I<br />

think I have a good perspective on sequels. Just like in Hollywood, they are<br />

safe(r) bets: proven intellectual property (IP) that doesn ’ t need to be<br />

explained to the audience: “ if you loved the first one, you ’ ll love the<br />

second! ”<br />

It ’ s easy to understand why that is appealing to a publisher, but it ’ s not<br />

without its problems. Sequels often sadly seem to represent a missed<br />

opportunity. Some teams just “ phone in ” or rush to make their sequel,<br />

creating retreads of the last game. Sequels should be treated as an<br />

opportunity to get it right. The first time you make a game, you are limited<br />

by several factors: you have to build a team, build an engine, figure out<br />

just what the heck this character and the gameplay is going to be. Get the<br />

whole thing to work and actually be fun. Then you hope that the audience<br />

is going to like and buy it. Once you ’ ve finished that, you ’ ve licked the<br />

hard part — especially if you ’ ve sold well enough to warrant a sequel. You<br />

should start your preproduction with the driving desire to make the game<br />

perfect 4 .<br />

4 OK, odds are you will never obtain perfection, but it ’ s not a bad goal to shoot for. Then<br />

again, it didn ’ t help Duke Nukem Forever , did it?

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