Last few years I’ve been excitedly waiting for sequels from several small-to-medium sized studios that made highly acclaimed original games—I’m talking about Cities: Skylines, Kerbal Space Program, Planet Coaster, Frostpunk, etc.—yet each sequel was very poorly received to the point I wasn’t willing to risk my money buying it. Why do you think this happens when these developers already had a winning formula?
For KSP2 the community failed it. If there was some backbones the first DLC would have been boycotted, Take2 would never have bought the IP and it would still be a profit cow for Squad. The DLC was specifically design to break the promises made to the community and it was the deciding factor for Take-Two acquiring the game, the community was exploitable.
May I ask you to elaborate on your last sentence, regarding the promise-breaking DLC? I’ve never played KSP but it looked like an interesting engineering interest-getter for future kids
They (KSP Devs) made the promise that if they were to ever release DLC it would be for actual new content and not stuff that should be in base game or was available as a mod. The first DLC was the Mission Builder, something that should exist. Along with branded ULA space parts which were great DLC. The problem was the first part, the mission builder should have been part of the game then for the DLC they should have added a few more parts to flesh it out. It was after this perceived broken promise DLC, after it was successful in the community, that the Take-Two acquisition was announced. Afterwards another DLC which was robotics parts was announced, which was literally a functional copy of a mod, another broken promise. I was there and I am adamant (cannot be certain) that the soft response to the first broken promise gave take2 the greenlight to exploit the community with mods as DLC and KSP2 being a cash grab.
If soul was put into the decision for KSP2 the developers of Kitten Space Agency would have gotten the contract for the game instead of some assholes pushing plushie merch in the pitch meeting. I blame the community enshitification because there was a few of us that actually said nah the first broken promise is bad but we got told it would be fine and to stfu cus we were assholes. And yea I am an asshole but look at the world around we should have all been assholes to the complacent more.
Nothing went wrong. Remember the era where every sequel was straight to DVD? Who remembers The Lion King 2? How about Brother Bear 2? Sonic Adventure 2?
It’s difficult to iterate on a piece of media that was written to be a standalone entity.
The only exceptions really are when stories are split into multiple games (such as halo 1-3)
I forgot who or what it was who said this, but it was about musicians making albums. The first album they make was made with ideas from their entire lives before that point. The next one they only had a year or a few.
The same could be said for great movies with shit sequels: first movie is a ball of fantastic ideas, anything lesser probably gets taken out… To be put in a crappy sequel. And then the next movie has to come out in only a few years. That just isn’t very much time to read and experience the world and innovate and stuff.
Sure, it happens, but extremely rarely. And when it does, those are the truly special people worth following and giving loyalty to, in any platform or format or product or medium.
Lion King 2 was pretty good. Also, direct to VHS
Uhh…there was a Brother Bear 2?
I was there with KSP from the early days. Squad was not in the video game business, they were a billboard advertisement company. The lead dev HarvesteR started it as a passion project. It found success with the alpha and full release in 2015.
Then in 2017 Take-Two bought the rights to the game. Squad kept working on the original, but development of the sequel was handed off to Star Theory with Private Division publishing. The game was delayed, then development was moved to a new studio, Intercept Games, which was owned by Take-Two. They also poached a third of Star Theory’s personnel, which resulted in the studio’s death. They fucked around for a few years, released the early access version, then sold Private Division, closed Intercept Games, and abandoned the game.
In short: corporate interests. KSP2’s failure had nothing to do with KSP or its developers.
That’s exactly right. They also had managers/publishers telling them to do shit like make the rockets even wobblier than KSP1 because it made for funny viral videos that would get more PR.
Nobody who actually played the game wanted wobblier rockets than KSP1. Nobody really wanted wobbly rockets at all. Sometimes a bug can actually be a feature, but in this case, it really was just a bug. The people in charge didn’t ever care about the people who actually played the game, they just wanted sales, and they made decisions accordingly. That’s why it looks nice, but plays like shit.
That thinking is the death of art anywhere. “Stop making unique stuff, stick to what sells.”
Yup, and honestly even according to that anti-art logic it was a strategic failure. Funny meme gifs were part of how the game gained notoriety, but you don’t maintain a game long term on meme status alone.
Even if “haha funni physics glitches” were still the in thing - I think people got over them fast, like with any comedy style - the longevity of the game came from the deep mechanics and impressive missions people could do, and the community support.
I actually think that sequels to breakout sandbox games are always doomed to fail. Like what if they tried to release Minecraft 2? It would be awful, and I think we all instinctively know it would be, which is kind of a self fullfulling prophecy.
Minecraft doesn’t have a monopoly on the special sauce that makes their game good. It has a decade and a half of support and cultural recognition from a dedicated following. You can’t make that happen a second time. I don’t like what’s been done with the franchise commercially, but they figured out how to milk it without doing a direct sequel, which I think is part of why it’s still relevant.
I was there with KSP from the early days
Same, I am still so mad about the whole ksp2 fiasco that I block all of take twos games on steam, they ain’t getting any money from me. I am so glad I didn’t buy it in EA although it looked promising.
I’m with you. I was excited to learn the other day that some of the KSP developers are working on a game called Kitten Space Agency that might fill the void left by KSP2’s demise.
C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.
KSP2 was a management fuck up. Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.
And C:S1’s bar to clear was SimCity 2013. C:S2’s bar to clear was C:S1 with several years worth of content updates
I never played cs1 on release, only played after it was nearly 10 years old, but my understanding is it vastly improved over updates and dlc (which unfortunately did cost more but did at least add meaningful changes for the most part).
Im curious to see where CS2 stands in 3-5 years when mods have really taken off and the devs had made most of their major tweaks.
I had it from release and honestly, even day 1 it smoked the competition in the city sim genre, releasing with features and scale than Sim City ever had.
The DLC often introduced more systems, but they did feel ‘extra’, the game was perfectly functional before parks or tourism or natural disasters etc.
The reason CS:2 felt so necessary is because the first was bloated and had underlying issues in it’s simulation logic, like unrealistically inefficient driving, or a large expansion to residential areas causing all the new residents to die of old age at the same time, crippling the city. Every part of the GUI and logic just felt clunky compared to modern, polished games.
Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
You see this a lot in project management. People go to school to learn to manage projects, and they think that all projects are pretty much the same. You define the deliverables, set the schedule, track the progress, and everything should work out fine. When the project is a success, they pat themselves on the back for getting everyone to the finish line, and when the project fails they examine where in the process unexpected things happened.
Video games are an art form. Creativity can’t be iterated into existence, and the spark of fun is more than the component parts of a good time. Capitalists believe that they can invest in the creative process and buy the value of the talent of extraordinary people. They have commoditized creation, dissecting each step and then squeezing it into a format that fits into a procedure.
Here’s a Kanban board of game features, pick one and move it to the next phase. Develop, test, evaluate, repeat. What are your blockers? Is this in scope? Do we need to push the deadline?
That can help you make something, but it won’t be art.
As a project manager (well sort of, but did IT projects for a while, have multiple friends in the gaming manager): Yes and no.
From my point of view: The problem isn’t the fact that games are art. While games have their creative side they also require good “brick and mortar work” in the back - as many games as went horribly wrong due to a lack of space for creativity went wrong due to a lack of “less than glamorous” brick and mortar work and overcreativity. (Most drastic example would be the reddit dragon MMO story)
This is actually a reason why people who are very invested in the subject matter of the project they manage often are horrible project managers - and vice versa people who have no clue can’t be good PMs either.
Project management has one core component: Knowing when to ask whom. A good PM knows that the dev(or dev team lead) will always know better how long “feature X” will take. Of course I can try to learn how to do things… but that wouldn’t help much as the exact dev or team will still have their individual speeds. But a good PM also will know when to ask someone else who is nore knowledgeable for advice or to confirm things. (I literally had an Dev trying to tell me a small feature would take two weeks. Fair enough. But interestingly enough two other Devs were fairly sure it takes 30min including documentation. Which sounded way more reasonable. Turned out said Dev always tried to pull these stunts with new PMs and his lead being on vacation)
A good PM will also know when to give people space for creativity - and defend this room towards the budget.
Sadly - and this is a problem existing on all sides around PM- in the end it all boils down to a simple thing: Everyone thinks they know better. The PM thinks they know the job of being a Dev(or engineer,etc. etc.) better than the actual people doing the job. And vice versa the Devs think they could do without PMs (they can’t for larger projects it’s impossible, for mid size projects often really inefficient) or know their job better.
Such is life.
I believe the reason it happened, in short, is that Take2 (the publisher) were really obsessed with the release being a surprise, at the cost of far too much.
For one, this meant that basically every job listing for the game never described what the game you’d even work on was. Most of the devs they got were juniors who:
- were willing to sign more restrictive contracts without the confidence to push back
- did not necessarily know much about the game, or even the genre (supposedly, besides Nate, only 1 dev was an active KSP1 player and another was aware of the game but never really played)
- this game was their first sizeable project
For two, it meant that a lot of management roles were taken up by people from Take2 to enforce the secrecy (who also saw KSP as having franchise potential, but that’s a rant for another day). Few of them intimately understood what makes us dorky nerds enthusiastic about KSP.
This is also part of the reason they avoided talking to the KSP1 devs; they were afraid of some of them even hinting that a sequel was in the works. As to why they continued to not talk to them after announcing the game I’m not sure. Perhaps they were afraid they’d tell the uncomfortable truth that the game was making the same development mistakes as KSP1 and more.
Not just making the same mistakes, they were told to scrap years of development and reuse the exact same codebase of KSP1. They had to start over the project with a decade plus of technical debt from a team they weren’t allowed to talk to.
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
The rights were aquired by Take-Two Interactive in 2017, and they wanted a sequel to be released in 2020.
The dev studio shut down in 2023 and current status is unkown.
I mean for ksp2 saying it failed cause they had “no experience with this kind of work” is kind of weird, since neither did the ksp1 devs when they started that. And they didn’t fuck it up either, let alone this badly. Remember that it was a passion project of harvester, working at a PR firm that just happened to let him do it under their roof and employment. The company did not even have any basic experience in game development, arguably even software development in general.
Institutional knowledge is a real thing and also like you said, the first KSP started as a passion project. There’s a huge difference in terms of pressure and expectation between developing your own passion project compared to developing a sequel of a highly regarded game.
What new things did C:S2 add? It felt like a slight graphical and qol improvement at best.
Oh, the fucks up are massive. They hired a new studio, but also, they pulled the funding then the project without warning. Then they poached the devs, forcing the studio to close and sending them to a newly funded studio. But then, they forced the devs to scrap years of work from scratch, and start over the project with the old codebase and only a year as a deadline. Finally, when it became obvious it wasn’t a massive success, they cut their funding too without warning, and sold the IP without telling the studio about it.
KSP was mishandled so wildly that it should be a case study of how profit oriented management kills creativity and destroys IPs. They killed two studios and a massive IP with their shenanigans. This is why you never let the MBAs run anything.
Frostpunk 2 is a really interesting one to me.
I LOVED the first game. Soundtrack on in the background sometimes, liked the board game (just manual meh balance FP1), got all the achievements, really enjoyed it.
The second IS a good distinction from it, it’s not just rinse and repeat the same game. Great story, epic music, different scale and problems. It’s just like… They took the second tier of ideas they had for FP1 and implemented them. It actually probably would have been a good game if it didn’t have those footsteps to follow in.
Surprisingly, a few recent sequels have been amazing. Shapez2 is an unbelievable follow up to the OG. Hades II is the same imo. Massive, beautiful, fun distinction in gameplay, but still great ideas and balanced and such.
Monster Train 2 is great in demo, Kingdoms 2 crowns is a bit less recent but is such a great follow up to what’s effectively an arcade game in the first. It’s not all downhill or anything
Also silksong wen
Big shapez fan who wasn’t interested enough in the sequel to buy it. What do you like about it?
I’m glad you asked!
I didn’t really like the aesthetic at first so I was on the fence.
It’s 3D, and most things take up more space with plenty of them taking some height as well. This makes the builds a bit more complex in a fun way. Also, the scaling is wild. You need a LOT more shapes, so you can duplicate or make more efficient things, ship them by train eventually, really makes it feel like a different game by the end than it does in the start.
They have a huge content update coming June 2 as well