Showing posts with label sequels. Show all posts
Showing posts with label sequels. Show all posts

Thursday, January 8, 2009

What could have been: some Maximo 3 concepts

One of the games I almost worked on that I get asked most about is Maximo 3. Was there ever plans for a sequel? Was there ever code made? Was the storyline ever wrapped up? The answers are: Yes, Not to my knowledge and No.



As the second game ends with the promise of a third game (Maximo and his allies teaming up to find Queen Sophia) I thought it'd be fun to share some of the design notes I have left over from it. What makes it particularly interesting is that there are several coincidental parallels between what we were planning back in 2003 and what is found in the current Prince of Persia game.



I was lead designer on the project and the team was obviously influenced by the first Prince of Persia game that had come out that year. We had decided to set it in a Middle Eastern environment (What can I say? It was right after the invasion of Iraq - we all had the Middle East on our brains) and planned on pushing the already acrobatic nature of Maximo even further. Of course, there would be new weapons and mechanics and a new way of interacting with Grim, Maximo's best friend; who also happened to be the Grim Reaper.



I left Capcom in 2004 to go work on Sony's God of War not long after starting pre-production on the game. It was later cancelled and looking back on it now, it's not the direction I would go in if I had a chance to work on it again.


The battle claws are cool, but the story and the Middle Eastern environment just doesn't feel right anymore, the tone is just too grim (no pun intended) and there just are "not enough skeletons." Oh, and no way would I kill Tinker. Steampunk redheaded girls are just too hot!


Tuesday, March 11, 2008

Why video game sequels are good

I was recently talking with Chris Taylor of Gas Powered Games and he mentioned that he was really dismayed by seeing all of the "2's, 3's and etc's" on the cover of a gaming magazine. He said that he would rather see an original game than a sequel.

Now I would be inclined to agree with him - I prefer original games. I buy original games just to show my support of a new IP - some of my favorite games are titles like Psychonauts, Mad Maestro, No One Can Stop Mr. Domino, Professor Layton and the longest title ever but I have to admit, I have more than a fair share of sequels on my shelf as well. It's because of this...

I think I now have a good perspective on sequels now that I work for a publisher. Just like in Hollywood, they are "safe bets" - proven IPs that don't need to be explained to the audience - "if you loved the first one, you'll love the second." It's easy to understand why that is appealing but it also leads to some lazy marketing - since they feel that the popularity of the first game will result in "instant sales" for the sequel.

But the blame for the bad taste left in ones mouth for sequels shouldn't be squarely laid on the marketing department. Sequels sadly seem to be an opportunity for teams to "dial in" the gameplay and design. A sequel is an opportunity to get it right. For example, after finishing the first Maximo, I went to my producer with a list of 40 things I thought were broken and needed to be fixed in the sequel (to my amazement, I was able to get 39 of those requests fullfilled!) While the first game sold better, I still think the second game (Maximo vs. Army of Zin) is a better game. And we wouldn't have had the opportunity to make that better game if we didn't make the sequel.

Besides, if there were no sequels, there would be no Grand Theft Auto 3, Call of Duty 4, Burnout Paradise, Curse of Monkey Island, Resident Evil 2 or 4, Lego Star Wars original trilogy... you get the idea.


So, rather than this turning into another boring piece of someone's opinion, here are five pieces of advice on making a video game sequel:

1. Use the "spine" of the sequel as a basis of your game play design. Take everything that was good in the first game and improve on it. Take everything that was bad and throw it away. It seems like common sense, but it's not all that common - things like lousy camera, controls and game play mechanics are "justified" by teams because they were in the first game. Just because they were in the first game, doesn't mean they were that good. Don't be afraid to cut out the bad bits. If it's better than the original, no one will complain.

2. Don't let the player down - they expect certain things in the sequel and you shouldn't disappoint - for example in Maximo vs. Army of Zin, we didn't realize that the players wanted to fight more supernatural enemies - we had them battling clockwork creatures instead. We let the fans down because we deviated away from what they liked in the first title.

3. Name it something other than "GameName 2" - Names are really important to a game. Personally, I think both the Batman (Batman Returns, Batman Begins, etc.) and the Indiana Jones (...and the) movie franchises did it right. Their titles are mysterious and keep furthering the fiction rather than reducing it to a numbered outing. Maybe I'd like the Final Fantasy series more if they named their games this way...

4. Always introduce something new. This may seem to be pandering to marketing, but make sure there are FIVE new things in your game for the back of the box, preferably new gameplay concepts to bring something fresh. Also, try to introduce at least one new hero and villain to the franchise. Remind the player that this is a new experience, not just a rehash.

5. See if you have the freedom to do something wildly different - This takes the buy in of your marketing department so it can be tricky to pull off. I've worked on franchises that were in their 5th, 8th or even 20th incarnation and sometimes a completely new direction is what it needs to shake things up. Give it a try, it worked for both the Grand Theft Auto and Castle Wolfenstein franchises!

I'm sure there's more but that's all I can think of for now. Good advice? Bad advice? I'm on crack? Let me know!