What is the purpose of a sequel? From a corporate perspective it’s a means of establishing a brand, a franchise, and increasing revenue through recognition. As a fictional work it’s to expand the universe, grow the narrative and revisit familiar characters. What is the purpose from a game perspective? Chess might have evolved over centuries but it was a gradual process, and it’s unlikely to change to any substantial degree in the near future. We are not expecting Chess 2.0 any time soon. The rules of most competitive games change subtly over time but the core vocabulary of the game changes little, even if the offside rules change slightly Soccer is still recognisably the same game it was twenty years ago, at least in terms of its fundamental rules.
StarCraft as a competitive multi-player title has seen unprecedented success, especially in South Korea, players have developed and honed tactics over years of play. What will happen when the sequel is released? Is StarCraft II designed to replace StarCraft or to compliment it? Blizzard seem keen for StarCraft II to appeal to the those involved in competitive play. This is obviously a good audience to target as they have a built in enthusiasm for the game, but after spending years playing with the original game can they really be expected to invest more time into learning the changes in the sequel? Will their skills transfer? How much can StarCraft II change from its predecessor before the investment required to learn its intricacies becomes too much?
Warhammer 40K: Dawn of War, and Warhammer 40K: Dawn of War II though superficially similar games appear to be taking very different approaches to their game mechanics. The former is focused on base building, territorial control and combat between a number of combined arms units. The sequel looks to be focusing on smaller scale combat, taking a more tactical role playing approach, a squad combat title more than a real time strategy game. Relic have the opportunity to appeal to two different audiences with these titles, providing two complimentary experiences. These different audiences will only develop if Relic and THQ choose to support both titles in the years after the release of the sequel. How likely is this?
It is said that art is never finished it is merely abandoned, game development is rife with stories of cut features and unbalanced mechanics. These are obvious targets to focus on first when working on a sequel, but with the game now in the hands of players the fact that those specific features are missing, or that those mechanics are unbalanced has become part of what makes the game what it is. Changes to these features might move the game closer to the developers original intent but possibly away from what made it resonate with consumers.
So what is the purpose of a sequel to a successful game from a ludic perspective? To improve on and refine the mechanics, or to attempt to provide a similar aesthetic experience through different mechanics? Is the purpose of a sequel to replace the original? To compliment it? Or is it to provide a counter to the original, an antithesis with a third title potentially providing a synthesis of ideas from the first two titles?
The answers to these questions seems as manifold as the titles which inspire them.