Sequels. Trillogies. Franchises. It’s nearly impossible to think of a title that I really really loved that doesn’t have some kind of spin-off or sequel floating around, even in the casual game space. What is it that makes gamers gravitate toward the known quantities so much that game developers these days almost shy away from unique new properties? To understand, I guess we have to look back to the beginning.
The concept of the “sequel” in entertainment is extremely old, and therefor I will skip past literary and stage sequels and move straight to film. It can be argued that one of the first true examples of a sequel in motion entertainment was a 1916 film, “Fall of a Nation” by D.W. Griffith which was a direct follow-up to his original film titled “Birth of a Nation.” It is unfortunate to trace the roots to these films, as they were openly racist works that had significant nods to the Klan, a major issue in those times. Happily, the practice was continued in Hollywood with much more worthy subject matter, mostly because Griffith’s tactic proved to make plenty more money than the original.
The practice was originally a story-telling method, a way of taking popular stories and expanding on them, or a means of splitting a long subject across numerous films. Akira Kurosawa’s famous “Sanjuro” was followed with the even more iconic “Yojimbo.” George Lucas spread the lengthy epic of “Star Wars” across three famous films (I refuse to include the “new” movies. I have decided those were all just very high budget bad dreams), and the infamous “Godfather” movies will never die, the sequel “The Godfather Part 2″ still topping many peoples’ lists of favorite movies.
This did not remain true, however. The goal of the sequel is no longer mainly a means of continuing a story, it seems that it is almost certainly about money. Films are being penned with the word “trilogy” in mind from the very beginning. Â Studies showed long ago that a sequel almost always brings back at least %80 of the viewers of the original if the box office takes were decent. On top of that, new watchers flock to theaters to see what the talk is about, and often times buy the DVD to see the first before they do. “X-Men,” “Blade, “The Fast and the Furious.” All of these movies are prime examples of huge money makers that would have only been mediocre in the box office if they hadn’t been trilogies.
Now we see this same scheme in games. In the beginning, Pac Man had Miss Pac Man, Castlevania went on and on into the night with titles, Metroid blasted onto the scene and kept shooting hits, and Mega Man… OOOOOH Mega Man… The sequel was a big thing from the beginning, but now it has become something truly impressive. The production that goes into making popular titles today is so huge, the stories so complex, the characters so intense and often believable that the sequels and third game, fourth game and so-on continue to suck more people in with every release.
Some of the most notorious titles today are “Call of Duty Modern Warfare,” “Devil May Cry,” “Socom” and of course… “Halo.” The numbers generated with these games are amazing, so amazing that they are beginning to challenge the movie industry’s numbers. The sales of Modern Warfare 2 broke movie box office records like a Buick hitting a tea-cup. Their estimated 5-day release sales numbers were estimated at $550 million, bigger than any Harry Potter movie (the box office owner at the time was Harry Potter and the Half Blood Prince) Before 2009′s fiscal report, Activision Blizzard Inc. announced that the game had topped $1 Billion in sales world wide.
This trend follows the same path in casual games (to a much smaller degree) with titles like “Diner Dash,” “Bejeweled” and “Zuma.” Considering the numbers the console games were beginning to generate at the time, and the fact that social games hadn’t become the standard yet, Flo had a second go in “Restaurant Rescue,” Bejeweled got a shiny number “2″ next to it’s already well known title and Zuma got a second chance in “Zuma’s Revenge.” All of these games did extremely well.
It seems that people love to revisit characters they have grown to love and learn more about them, and with the level of immersion games give the player, It is no shock that so many people are buying the sequels. It’s time to hear from the rest of you. What is it about sequels, specifically in games, that makes you keep coming back?


































