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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