Friday, November 8, 2019

Recycling Ideas (part 4)


The faith of a fan base can be lost very quickly if a designer does not recognize what it is that the fans like about the product. Sequels need to enterprise upon the themes that the fans enjoy. These themes might be story or character related, but in video-games, they can also be related to gameplay elements. Gamers constantly hold games to the standards established by other popular games, so innovating with something too drastically different might set potential fans against a product. Even something as simple as an unusual controller scheme for interfacing with the game can throw people used to a traditional button configuration for a similar type of game. It only takes a few bad reviews to start a firestorm and for the gaming community to totally turn their back on a game. In movies, reviews are more subjective, and movie-goers often ignore “professional” reviewers in favor of reviews posted by random movei-goers. But sequels that abandon previously established material are more likely to receive a negative response. What is a designer to do, then? Though it sounds like sequels can be a positive, they are also more precarious because of audience expectations—a careful balance needs to be achieved between established ideas and entirely new ideas.

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