The Video Game Sequel Cycle

Witnessing Nintendo€™s effortless success with, and if we are going to be completely honest, revolutionary devices but a lot of somewhat simplistic games, and Microsoft and Sony having $20 million costing games to make impressive sales, there was an obvious easier way to make games that make money. But in the mean time the iterative cycle to make a profit would have to suffice. The point to remember is that core games are very, very expensive to make; Call of Duty: Modern Warfare around $20 million, Halo 3 $30 million and GTA IV approximately $100 million. To give a some weighted reference, Pirates the Caribbean: The Curse of the Black Pearl cost $140 million, more recently The Dark Knight cost $185 million, bearing in mind movies have a much wider audience on a one to many relation, it€™s understandable why it might be much harder to make a profit when making a game. And the games I just mentioned, those were big sellers with a founded fanbase. Other games aren€™t as lucky. Kingdoms of Amalur Reckoning needed to sell 2.5 to 3 million copies to break even. It didn€™t, and so their cost was the entire company being let go. Risking that being a singular exception, another example; the racing game Blur, that game sold only 31,000 in its first five days. Games make the most of their sales in its early release so that. a long with a somewhat averagely received James Bond game, cost the closure of Bizarre Creations. The racing game Split/Second despite the game€™s good reviews only sold 57,000 in its first week of sales, in result the creators€™ Black Rock Studio closed down. So, essentially creating a new game with no or even little history is a very expensive and very risky business, therefore developers don€™t have a choice but to reiterate or copy in most development scenarios. Assassin€™s Creed 2, Call of Duty Modern Warfare 3, and most probably Halo 4 and God of War Ascension, are in many ways nothing but a response to a successful formula, and so, quite rightfully, they€™re playing on it. It starts to get excessive though when we€™re on games like Call of Duty Modern Warfare 3 or Assassin€™s Creed 2 of 2 and we€™re being reeled in with new campaigns, multiplayer modes and weapons, when really it€™s pretty artificial and non worthy of a sequel.

So, how do we get an appeasing middle where the manufacturer can make a healthy sum, we can get a worthy bang for our buck and the developer receives some creative freedom?
Contributor

Maker of bread, jammie dodgers, clothing for middle class men and twisted dark fantasy films, in my own time I'm also a free-lance writer. I lie, I'm only a free-lance writer with a love for those predecessors, and a love for video games for that matter! I'm here to spread that love in article form for you all.