Sequel Two

I ended the previous post like that just to speak about this:
Is it a good idea for an IP to introduce a new style/gameplay instead of a normal sequel?

Short answer: No.

(Not so much) longer answer: No, unless you want to try another direction or make a reboot, but still no.

Third option: No, unless your target audience is young enough to not being able to remember the previous incarnation (XCOM fps).

Before continuing, I've a question for myself: do I like normal sequels?
Yup!! Sequels are kind of a confort zone for me, I know what to expect and I know the way they might surprise me; moreover sequels are stronger games usually made by a team more experienced on the matter.

Unfortunately, those two reasons are not enough to assure success, because the concept becomes familiar and the edge wears off, even if all is polished like a charm.
To be honest, for me it's still ok this way, but I think I also may opt for a DLC instead of a full fledged sequel.

The first question implied the possibility for an IP to explore different new games, while keeping its edge in spite of the number of releases.

What Mario seems to do with extreme ease isn't affordable for example by the Halo IP. Halo sim golf??
Halo franchise is completely militarized and so confined to a narrow set of new affordable styles.
The same goes for the vast majority of IPs, like Gear of War or Final Fantasy.

I don' think is impossible to do that (obviously from the very start), but I've doubts on maintaining the same "feel" across different sequels.

Possible solutions? IPs minimally defined, with a little set of constraints or a broad theme - actually the contrary of all nowadays IPs.

 

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