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Level Up.pdf

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426 LEVEL 17 And Now the Hard Part<br />

For example, after finishing the first Maximo game, I went to my producer<br />

with a list of 40 things I thought were broken and needed to be fixed in the<br />

sequel (to my delight, I was able to get 39 of those requests fulfilled!). While<br />

the first game sold better, I still think the second game is a better game. We<br />

wouldn ’ t have had the opportunity to make that better game if we didn ’ t<br />

have a chance to make a sequel.<br />

Besides, if there were no sequels, there would be no Grand Theft Auto 3,<br />

Call of Duty: Modern Warfare, Burnout Paradise, Curse of Monkey Island,<br />

Resident Evil 2 or Resident Evil 4, Lego Star Wars original trilogy… you<br />

get the idea. Here is some advice on making a video game sequel:<br />

• Use the “ spine ” of the original game as a basis of your gameplay design<br />

for the sequel. Take everything that was good in the first game and<br />

improve on it. Take everything that was bad and throw it away. It seems<br />

like common sense, but it ’ s not all that common — things like lousy<br />

camera, controls, and gameplay mechanics are “ justifi ed ” by teams<br />

because they were in the first game. Just because they were in the first<br />

game, doesn ’ t mean they were that good. Don ’ t be afraid to cut out the<br />

bad bits. If it ’ s better than the original, no one will complain. My friend,<br />

project manager George Collins recommends that every sequel should<br />

be “ 30/70 ” : 30 percent new material and ideas and 70 percent based on<br />

the original game. It ’ s not a bad formula to follow.<br />

• Don ’ t let the player down. They expect certain things in the sequel and<br />

you shouldn ’ t disappoint. For example, if your audience loved the<br />

wall - running mechanic in your first game, then by all means, keep wall<br />

running in the sequel.<br />

• Name it something other than “GameName 2. ” Names are really important<br />

to a game. Personally, I think both the Batman (Batman Returns,<br />

Batman Begins, and so on) and the Indiana Jones and the … movie<br />

franchises did it right. Their titles are mysterious and keep furthering the<br />

fiction rather than reducing it to a numbered outing.<br />

• Always introduce something new … This may seem to be pandering to<br />

marketing, but make sure there are fi ve new things in your game for the<br />

back of the box, preferably new gameplay concepts to bring something<br />

fresh. Also, try to introduce at least one new hero and villain to the<br />

franchise. Remind the player that this is a new experience, not just a<br />

rehash.<br />

• … But don ’ t make it too new. In Maximo vs. Army of Zin, we didn ’ t<br />

realize that the players wanted to fight more supernatural enemies;<br />

we had them battling clockwork creatures instead. The fans were<br />

unhappy because we deviated away from what they liked in the<br />

fi rst title.

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