Why do we seem to prefer game sequels over new creative games?
In 2005, Electronic Arts released 26 games. Of the 26 only one was new. Video games seem to be following a sequel pattern similar to the movies. This summer on the movie scene we have X-Men 3, Superman 5, and Pirates of the Caribbean 2. On the videogame front we are looking at NCAA 5 (I think) and Madden 6 (or is it 7?). I think Final Fantasy is on XII! Why are there so many sequels? What has happened to innovation in our video games? Are corporations purposely cheating us by limiting our choices?
Companies have many reasons to produce sequels. For a game producer, sequels are cheaper to make, predictable, and sell well. Most sequels use the same game engine with only a few new features added, because adapting to both changing technologies and different platforms can suck up a lot of a producer’s budget. From the business standpoint, a sequel often produces a predictable revenue stream, which is rare in an unpredictable video game market. However, not all the blame can be placed on the game companies. Gamers are ultimately what drive the market, and if gamers continue to buy sequels, the companies will continue to make them for us.
In 2005, Electronic Arts released 26 games. Of the 26 only one was new. Video games seem to be following a sequel pattern similar to the movies. This summer on the movie scene we have X-Men 3, Superman 5, and Pirates of the Caribbean 2. On the videogame front we are looking at NCAA 5 (I think) and Madden 6 (or is it 7?). I think Final Fantasy is on XII! Why are there so many sequels? What has happened to innovation in our video games? Are corporations purposely cheating us by limiting our choices?
Companies have many reasons to produce sequels. For a game producer, sequels are cheaper to make, predictable, and sell well. Most sequels use the same game engine with only a few new features added, because adapting to both changing technologies and different platforms can suck up a lot of a producer’s budget. From the business standpoint, a sequel often produces a predictable revenue stream, which is rare in an unpredictable video game market. However, not all the blame can be placed on the game companies. Gamers are ultimately what drive the market, and if gamers continue to buy sequels, the companies will continue to make them for us.
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