Train2Game students are avid games and many will be looking forward upcoming sequels such as Call of Duty: Modern Warfare 3. However, the rushed yearly release schedule of huge titles such as the Call of Duty series may be negative for the industry.
That’s the view of LucasArt Creative Director Clint Hocking who believes that not only will audiences become bored, but making sequels isn’t good for individual game developers either.
“You may sell lots of copies of two or three sequels,” he wrote on the subject of sequels in Edge.
“But you will bore the audience very quickly and will have likely already spent all your money on the fourth sequel before realizing the audience is tired of the game and won’t buy it at all.”
Hocking also argues that churning out sequel after sequel isn’t good for game developers as limits their ability to be creative. While producing more of the same may lead to a successful game, it can come at the expense of the developers creativity.
“It might generate easy revenue” he said of sequels “But the long-term costs to the creative well-being of our workforce and the risk it places on our pipeline and workflow development, and on the skills we nurture and develop and will then need to leverage in making future games and (hopefully) new brands and franchises, should not be underestimated,”
Hocking previously worked on Far Cry 2. An interview with the Narrative Designer of its upcoming, er, sequel, Jason Vandenberghe, is available to read here on the Train2Game blog.
Creativity still exists in the games industry of course, and as the Train2Game blog recently reported, Ninja Theory believe the rise of digital distribution means that creativity will only increase.
Meanwhile, Call of Duty: Modern Warfare 3 still contains the potential for creativity, as community produced multiplayer modes could make their way into the official game.
So Train2Game, what are your thoughts on Hocking’s comments? Is developing sequels on a yearly basis boring for gamers and bad for developer creativity?
Leave your comments here on the Train2Game blog, or on the Train2Game forum.