Sequels and simplicity
Why is it that most sequels are more complex than the original? A sequel gives you the perfect opportunity to ‘right some wrongs’ in the design of the first game. I’d say that more often than not this means simplifying things: easier controls, a cleaner interface, a more gradual learning curve, a smoother overall experience. Yet most sequels take the form of ‘the original + new stuff’. That’s an opportunity wasted, if you ask me.
August 31st, 2006 @ 06:35 AM • Filed under Design Process

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