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Shams

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Hello everyone,

We're prepping the second installment of our Ask Paradox Anything stream - the topic for next weeks stream is: SEQUELS - Difficulties in making sequels/remakes - challenges only publishers see, managing player expectations, "sequilitis", What ever happened to Cartel (we'll show footage) etc etc.

Fred has graciously accepted to be the guest on the show yet again so what we need now is a ton of interesting questions from you guys about SEQUELS and everything related to that. We'll reward the best questions with.....rewards

You can see the last episode here: http://www.twitch.tv/paradoxinteractive/b/394745580 this should give you a fair understanding of what the format is about - you, us and interesting discussions about stuff that don't get discussed enough.

So start asking your questions here - and we'll answer as many as we can next week at Tuesday 20:00 CET

NOTE: While it's fine if you ask questions about PDS games - this show is more general in nature and largely focused on the publishing our business as a whole - not just Grand Strategy.

NOTE: While it's fine if you ask questions about PDS games - this show is more general in nature and largely focused on the publishing our business as a whole - not just Grand Strategy.

/shams
 
Difficulties with the HoI3 launch seemed mainly to be attributed to trying to put too much into it, too many features etc. It was almost a reboot of the series rather than a sequel. Happily, subsequent sequels have avoided these problems and I think it's fair to say everyone is a lot happier with how things work now. There's always a risk though, of not putting enough into a new edition to justify calling it a sequel. I'm thinking here of Tropico 4, which is a lot of fun but is very similar to Tropico 3, both visually and in terms of gameplay.

So, is there some sort of formula? What is the requisite amount of changes before a sequel can stand apart from it's predecessor?
 
When considering a sequel, obviously you want to recapture what made the first game good and improve upon any aspects which did not go as well as you had hoped. Do you make those judgements in house only or do you consult the community.

What is considered when it comes to the timing of announcing a sequel?

Do you consider it is important for the development team to remain broadly the same when developing a sequel? What about the testing community?
 
After a something like Magicka, a bit of a runaway success, how do you decide the next steps and resist the urge to make Magicka 1.5, what drives the creation of new projects over expanding previous games (such as Cities in Motion).
 
EU: ROME 2 pls?
 
Is it more difficult to think of a new idea and IP when designing a game, or is it harder to think of adaptions and improvements in order to make a sequel that will (hopefully) satisfy fans of the series?

Matt Penlington
 
With your comments on the difficulties tied to resurrecting/honouring 'IP' with lots of nostalgia attached in the recent ThreeMovesAhead podcast in mind, what are the reasons not to attempt to publish/develop a sequel. And how do you approach the balance between sequels and 'in universe' side-games (looking at for example the Majesty related games).
 
Marketing a sequel is obviously a prime candidate for Fred’s ‘marketing to twins of the core audience’ approach. How do you determine what the make up of the core audience is? How do you locate the ‘twins’and what do you think you should be doing to ensure that you are not limiting the sequel to the ‘twins of the core audience’ but making it accessible to other interested groups?
 
First question: At what point in the publishing process do you simply say 'No' to making sequels for games? Is it when the previous installment sold poorly or is it when the creative process has run its course for an IP? For example, Far Cry 3 was a great game and had many great differences from Far Cry 2 and sold tremendously well. Does it deserve a Far Cry 4 or was 3 a fitting end to the series?

Second question: How important is 'brand recognition' in deciding to create a sequel?
 
First question: At what point in the publishing process do you simply say 'No' to making sequels for games? Is it when the previous installment sold poorly or is it when the creative process has run its course for an IP? For example, Far Cry 3 was a great game and had many great differences from Far Cry 2 and sold tremendously well. Does it deserve a Far Cry 4 or was 3 a fitting end to the series?

Second question: How important is 'brand recognition' in deciding to create a sequel?

+1
 
What comment can you make, if any, about creating a sequel to Victoria, a game that was not as profitable as others, and the challenges that such an endeavor would entail.
 
Yes it happened. I do not see it on Twitch either but Twitch seems to have a had a few problems over the last few days.
 
Yes it happened. I do not see it on Twitch either but Twitch seems to have a had a few problems over the last few days.

The site had a security leak which "could" have exposed your password. But they've come back online now it seems with a forced "change your password" prompt.